View Issue Details

IDProjectCategoryView StatusLast Update
0003366The Dark ModSoundpublic21.04.2013 21:19
ReporterSpringheel Assigned ToSpringheel  
PrioritylowSeveritynormalReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionTDM 2.00 
Summary0003366: No damage heartbeat
DescriptionThe sounds aren't causing errors now, but they're still not playing.
TagsNo tags attached.

Activities

Springheel

Springheel

06.04.2013 00:51

administrator   ~0005283

Hmm, tdm_player_thief has the following lines:

"snd_heartbeat" "player_sounds_heartbeat"
    "snd_heartbeat_dying" "player_sounds_heartbeat_dying"

and those soundshaders exist in "tdm_player.sndshd" and point to valid .ogg files.

Not sure what the issue is there, but I'm going to make this low priority.
grayman

grayman

21.04.2013 04:02

viewer   ~0005305

snd_heartbeat_dying isn't used.

snd_heartbeat is only played when:

1 - the player's out of air and his health > 0

or

2 - the player is dead

There's a volume factor as well. I assume the volume goes up as the player nears death, and perhaps goes down after he dies.
Springheel

Springheel

21.04.2013 13:51

administrator   ~0005306

Yes, that's what I remember, is that the heartbeat sound gets larger as you get closer to death, and then plays after death as the screen fades. Ours isn't, for some reason.
grayman

grayman

21.04.2013 15:10

viewer   ~0005308

Last edited: 21.04.2013 15:45

The heartbeat code doesn't get run; there's nothing in our code that calls it.

If this was working at one point, it has since been removed, with no comment(s) left behind as to why.

I'll look at the original id code to see how it was called.

Edit:

With the call to the code in place, I get nothing while dying, and after death I get two heartbeats of decreasing volume that I can hear.

The math will need to be tweaked to hear any heartbeats while dying.

Second Edit:

With the adrenaline code removed, the normal standing heartbeat never goes above 70. With the current math, we will never hear the player's heartbeat until he's dead. The "still alive" heartbeat apparently was only heard when the player's adrenaline levels were driving his heartbeat above 70.

grayman

grayman

21.04.2013 15:48

viewer   ~0005309

Last edited: 21.04.2013 15:52

To sum up:

Still alive: no heartbeat.

Dead: two heartbeats before the mission failure screen pops up. These sound out of place when there are no heartbeats while the player is dying. My guess is this is the reason the code was ripped out.

What behavior do you want?

Springheel

Springheel

21.04.2013 19:26

administrator   ~0005311

Last edited: 21.04.2013 19:26

I went back to test and the heartbeat doesn't play at all there either. So we can just close this, I think. If the heartbeats were playing at one point, they obviously haven't been missed.

grayman

grayman

21.04.2013 19:31

viewer   ~0005312

Last edited: 21.04.2013 21:19

I'll wrap everything in comments so the code we aren't using doesn't get built.

Edit: Wrapped in "#ifdef PLAYER_HEARTBEAT" so it can easily be brought back later if needed.

Issue History

Date Modified Username Field Change
06.04.2013 00:34 Springheel New Issue
06.04.2013 00:34 Springheel Status new => assigned
06.04.2013 00:34 Springheel Assigned To => Springheel
06.04.2013 00:51 Springheel Note Added: 0005283
08.04.2013 00:00 Springheel Priority normal => low
21.04.2013 04:02 grayman Note Added: 0005305
21.04.2013 13:51 Springheel Note Added: 0005306
21.04.2013 15:10 grayman Note Added: 0005308
21.04.2013 15:29 grayman Note Edited: 0005308
21.04.2013 15:45 grayman Note Edited: 0005308
21.04.2013 15:48 grayman Note Added: 0005309
21.04.2013 15:52 grayman Note Edited: 0005309
21.04.2013 19:26 Springheel Note Added: 0005311
21.04.2013 19:26 Springheel Note Edited: 0005311
21.04.2013 19:27 Springheel Status assigned => closed
21.04.2013 19:27 Springheel Resolution open => fixed
21.04.2013 19:31 grayman Note Added: 0005312
21.04.2013 21:19 grayman Note Edited: 0005312