View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001632 | FSSCP | sound | public | 2008-03-13 11:26 | 2010-03-04 06:06 |
Reporter | Ransom Arceihn | Assigned To | taylor | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.9 | ||||
Fixed in Version | 3.6.12 RC2 | ||||
Summary | 0001632: ambient music doesn't return after fighters warp out | ||||
Description | If hostile fighters warp in during a mission (rather than being there to begin with), and depart at some point, the battle music doesn't seem to stop. It just keeps going, even switching to further battle tracks as if a fight was still progressing. This doesn't seem to affect capital ships. | ||||
Tags | No tags attached. | ||||
2008-03-13 11:26
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I'm not sure that this is actually a bug. The battle music will end when the battle is over, but the "battle" doesn't actually start until an engagement has been made. So if the hostile ships are too far away, and no shots have been fired that hit, then it won't end the battle music. I'm thinking that is actually done by design, to heighten the mood and not let the player relax so easily after the enemy ships are gone. Basically, kind of inducing a "What the hell is going on here?" state in the player. |
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I have seen this behavior before and I'm inclined to classify it as a bug, but I haven't run into it frequently enough to know for sure. Are there any missions where you can plainly point to a difference between retail and original? What about missions where you can plainly demonstrate that the music doesn't make sense? |
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It would be nice to get CP5670's opinion on this too, as I think he's run into similar issues. |
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I'd understand the battle music taking several moments before switching back to ambience, because that's what it usually does. It'd be weird for the ambience to resume the second the ships departed. But the way this is, once the ships depart the battle music just keeps going forever - ramping up, and so on - even if there's no other hostiles in the mission. That really doesn't make any sense to me. Shouldn't it at least cut out after it reaches the end of the current battle track? Mood-heightening is one thing, but the music getting more frantic when there's no hostiles in sight just feels goofy. It's easy to work around it by using the change-soundtrack sexp, but I don't see any reason for it to work like this. |
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This still an issue? |
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Fixered. |
Date Modified | Username | Field | Change |
---|---|---|---|
2008-03-13 11:26 | Ransom Arceihn | New Issue | |
2008-03-13 11:26 | Ransom Arceihn | File Added: departmusic.fs2 | |
2008-03-13 18:30 | taylor | Note Added: 0008959 | |
2008-03-15 23:46 | Goober5000 | Note Added: 0008979 | |
2008-03-15 23:47 | Goober5000 | Note Added: 0008980 | |
2008-03-16 17:37 | Ransom Arceihn | Note Added: 0008984 | |
2009-06-07 15:31 | portej05 | Note Added: 0010959 | |
2009-06-07 15:31 | portej05 | Status | new => feedback |
2010-02-13 06:11 | taylor | Status | feedback => assigned |
2010-02-13 06:11 | taylor | Assigned To | => taylor |
2010-03-04 06:06 | taylor | Note Added: 0011740 | |
2010-03-04 06:06 | taylor | Status | assigned => resolved |
2010-03-04 06:06 | taylor | Fixed in Version | => 3.6.12 RC2 |
2010-03-04 06:06 | taylor | Resolution | open => fixed |