View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003366 | The Dark Mod | Sound | public | 06.04.2013 00:34 | 21.04.2013 21:19 |
| Reporter | Springheel | Assigned To | Springheel | ||
| Priority | low | Severity | normal | Reproducibility | have not tried |
| Status | closed | Resolution | fixed | ||
| Product Version | TDM 2.00 | ||||
| Summary | 0003366: No damage heartbeat | ||||
| Description | The sounds aren't causing errors now, but they're still not playing. | ||||
| Tags | No tags attached. | ||||
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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. |
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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. |
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| 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. | |
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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. |
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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? |
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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. |
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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. |
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| 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 |