[odamex-bug-reporter] [Bug 821] New: [PATCH] Use correct sound for a player landing after falling

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Wed, 18 Apr 2012 12:53:41 +0000

http://odamex.net/bugs/show_bug.cgi?id=821

             Bug #: 821
           Summary: [PATCH] Use correct sound for a player landing after
                    falling
    Classification: Unclassified
           Product: Odamex
           Version: 0.6-dev
          Platform: All
        OS/Version: All
            Status: NEW
          Severity: minor
          Priority: P1
         Component: Server & Client
        AssignedTo: odamex-bug-reporter@xxxxxxxxxxxxx
        ReportedBy: rjy@xxxxxxxxxxxxxxxxxxxxx


Created attachment 358
  --> http://odamex.net/bugs/attachment.cgi?id=358
[PATCH] Use correct sound for a player landing after falling

In Doom the following sound effects are played

- DSNOWAY, on pressing on a non-special wall or locked door;
- DSOOF, on landing after a fall.

In Odamex both types of event both play DSNOWAY. This patch changes
PlayerLandedOnThing to play DSOOF instead.

Notes:

- the problem is not usually noticed because DSOOF and DSNOWAY are
  identical in the IWADs. I only noticed it when looking at some stuff
  in DWANGO11 in rboom, the day after Nitro, and thinking "hey I don't
  remember hearing a cyberdemon hoof when I fell off here last night"

- SNDINFO calls DSNOWAY "grunt1", which is a very generic name, easy to
  assume it is used for both types of grunt (it calls DSOOF "land1")
  It's probably too late to change this now, though.

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  • » [odamex-bug-reporter] [Bug 821] New: [PATCH] Use correct sound for a player landing after falling - odamex-bugtracker