View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009299 | AI War 1 / Classic | Bug - Audio | Aug 18, 2012 10:45 pm | Aug 20, 2012 5:45 pm | |
Reporter | Draco18s | Assigned To | keith.lamothe | ||
Status | assigned | Resolution | open | ||
Product Version | 5.066 | ||||
Summary | 0009299: Nuclear Explosion sound, and the other effects that trigger it | ||||
Description | It really lingers [b]far[/b] too long, especially considering that one tends to pause the game and check on just what it was that did that. More often than not it was an EMP guardian, which when irritated will tend to fly through four or five systems, exploding along the way. If we could get a less penetrating sound for it, that would be awesome. | ||||
Tags | No tags attached. | ||||
Internal Weight | Polish Tweak | ||||
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Given that the sound, although long when running normally, is only stupidly long when paused at the right time makes it seem like the "loop point" for the sound is triggered to be removed N (non-paused) game cycles after the point of detonation. The problem is that when the game is paused, this trigger never happens, and the sound continues on for a crazy long time. It should probably be changed to remove the "loop point" for the sound based on realtime delay. (I would of suggested counting on any game cycle loop iteration (both paused and un-paused), but that could possibly lead to strange timings at increased or decreased game speeds. Wall clock time seems best for things like sound) |
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Or removing the loop point all together. |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 18, 2012 10:45 pm | Draco18s | New Issue | |
Aug 20, 2012 3:08 pm | tigersfan | Internal Weight | => Polish Tweak |
Aug 20, 2012 3:08 pm | tigersfan | Assigned To | => keith.lamothe |
Aug 20, 2012 3:08 pm | tigersfan | Status | new => assigned |
Aug 20, 2012 4:57 pm | TechSY730 | Note Added: 0027863 | |
Aug 20, 2012 5:45 pm | Draco18s | Note Added: 0027864 |