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move the "ready to start" sound to the "turn bell" channel
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This allows us to play all the sounds correctly in mp without
needing more than two UI channels.

The second UI channel was created in this commit:
e39797b

Together these fix a problem reported here:
http://forums.wesnoth.org/viewtopic.php?f=4&t=41059#p576534
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cbeck88 committed Oct 11, 2014
1 parent e39797b commit 0ef7722
Showing 1 changed file with 3 additions and 1 deletion.
4 changes: 3 additions & 1 deletion src/multiplayer_connect.cpp
Expand Up @@ -560,7 +560,9 @@ void connect::process_network_data(const config& data,
update_playerlist_state(result.second); //result.second is the silent flag
if (!was_able_to_start && engine_.can_start_game()) {
DBG_MP << "play party full sound" << std::endl;
sound::play_UI_sound(game_config::sounds::party_full_bell);
if(preferences::UI_sound_on()) {
sound::play_bell(game_config::sounds::party_full_bell); //this is play_bell instead of play_UI_sound to economize on sound channels. UI only has two sounds, and turn bell has a dedicated channel.
}
desktop::notifications::send(_("Wesnoth"), _ ("Ready to start!"), desktop::notifications::OTHER);
}
}
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