Perhaps I should clarify what I meant. You already hear a sound for when a unit attacks, but I think it would be cool if you heard a sound for the unit getting hit. What I had meant by objections was if a unit takes damage from an overtime affect such as poison you would not hear the getting hit sound again Sent from my iPhone On Jan 26, 2013, at 8:18 PM, "Allan Thompson" <allan1.thompson@xxxxxxx> wrote: > Lol, my sounds must have super sucked. > > I am not sure what you were referenceing int he beginning about objections, > unless you mean the effects sound announcement. I think My email is either > slow or something. > > Anyway, I like the idea of those sounds being placed in like that. I have > lots of whooshes and lots of thuds and hits, but very few of them are > actually connected in one sound. > The only problem is that right now, I have started to notice some some sound > hiccups. It isn't often and it isn't reproduceable in a consistent manner, > but I do notice it in the zombie map a bit. > Sometimes a death sound will happen before the attack sound is played, > sometimes the death sound is not played at all. If those sounds you are > talking about are able to be consistent I think it will be cool. > So, if there is a sound with all the whooshes and grunts and whatnot are > included, would that still be able to be used? For instance the Red wall > abbey map has good sounds that feature several elements already. It sounded > like it wouldn't be a problem but I wanted to make sure I read that right. > How would that work? Would the full sound be labeled as the pre one? > > Looking forward to dev 3! > > al > > > > > > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. > ----- Original Message ----- > From: Ian Reed > To: ian-reeds-games@xxxxxxxxxxxxx > Sent: Saturday, January 26, 2013 5:15 PM > Subject: [ian-reeds-games] Re: Tactical battle > > Ok, unless anybody objects I could do this whenever damage is inflicted. > > Additionally I'm thinking of having sounds like this: > attack_pre.wav > attack.wav > warrior_hit.wav > attack_pre would happen first, then when it finishes the 2 other sounds > would play together. > In this way you could have an attack_pre sound for an arrow flying and a > sound for it making contact would play at the same time as the grown of > the warrior. > Similarly a sound for creating and firing a fireball could be > fireball_pre, then when it finishes the explosion sound and the unit > getting hit sound would play at the same time. > Potentially for a fireball since it does splash damage all the units hit > would play their pain sounds at the same time as the explosion. > > I think that allows for a reasonable amount of flexibility. > And if you don't have all those sounds then attack_pre versus attack are > pretty much the same and you can have the current kind of behavior. > > Ian Reed >