View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002477 | FSSCP | sound | public | 2011-07-29 19:44 | 2011-09-24 15:58 |
Reporter | IronBeer | Assigned To | niffiwan | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | Antipodes 7 | ||||
Summary | 0002477: Beam cannons all using 'beam_shot1.wav' regardless of tabling | ||||
Description | Under fs2_open_3_6_13d_INF-20110722_r7372.exe, any beam cannons in-game appear to use beam_shot1.wav as the "beam fire" when, well, firing. The effect is most pronounced with a weapon I am experimenting with called the "Deathlance", which is tabled to have no $LaunchSnd at all. A sample mission (included) showcases the player ship armed with this weapon, and a Sathanas firing upon an indestructible target. | ||||
Additional Information | The project I am developing uses several modified tables- I have included the .tbm with the experimental weapon(s) and a slightly modified sounds.tbl. The attached file also includes the afore-mentioned sample mission. Also, as a personal request, since the tables deal with a personal project underway, I would respectfully request that the tables be kept under wraps as much as possible, to prevent leaks. | ||||
Tags | No tags attached. | ||||
2011-07-29 19:44
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2011-09-24 10:59
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mantis2477.patch (923 bytes)
Index: code/weapon/beam.cpp =================================================================== --- code/weapon/beam.cpp (revision 7784) +++ code/weapon/beam.cpp (working copy) @@ -1903,8 +1903,7 @@ // "shot" sound if (Weapon_info[b->weapon_info_index].launch_snd >= 0) snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].launch_snd], &b->last_start, &View_position); - else - snd_play_3d(&Snds[SND_BEAM_SHOT], &b->last_start, &View_position); + // niffwan - if launch_snd < 0, don't play any sound } // success Index: code/gamesnd/gamesnd.h =================================================================== --- code/gamesnd/gamesnd.h (revision 7784) +++ code/gamesnd/gamesnd.h (working copy) @@ -180,7 +180,6 @@ #define SND_BEAM_LOOP 121 #define SND_BEAM_UP 122 #define SND_BEAM_DOWN 123 -#define SND_BEAM_SHOT 124 #define SND_BEAM_VAPORIZE 125 // Ship engine sounds |
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I believe that fs2_open is playing beam_shot1.wav (table index 124) only when $Launch_Snd is set to -1. If you set $Launch_Snd to 125 (beam_shot2.wav) the tabling seems to work correctly. I'll create a Windows binary for you to test with soon |
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Here's a link to a test binary: http://www.mediafire.com/?1l0xj6r1cweg2j1 |
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This appears not to be an issue anymore. Just tested it with the attached mission on r7776 and the two sounds are definitely different. |
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Fix committed r7790 |
Date Modified | Username | Field | Change |
---|---|---|---|
2011-07-29 19:44 | IronBeer | New Issue | |
2011-07-29 19:44 | IronBeer | File Added: addendum.7z | |
2011-09-15 10:49 | niffiwan | Status | new => assigned |
2011-09-15 10:49 | niffiwan | Assigned To | => niffiwan |
2011-09-24 10:59 | niffiwan | File Added: mantis2477.patch | |
2011-09-24 11:07 | niffiwan | Note Added: 0012851 | |
2011-09-24 11:50 | niffiwan | Note Added: 0012852 | |
2011-09-24 11:50 | niffiwan | Status | assigned => feedback |
2011-09-24 14:48 | CommanderDJ | Note Added: 0012853 | |
2011-09-24 15:57 | The_E | Note Added: 0012854 | |
2011-09-24 15:58 | The_E | Status | feedback => resolved |
2011-09-24 15:58 | The_E | Resolution | open => fixed |