View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006446 | The Dark Mod | Feature proposal | public | 20.01.2024 01:19 | 22.01.2024 12:34 |
Reporter | Fiver | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | new | Resolution | open | ||
Product Version | TDM 2.11 | ||||
Summary | 0006446: Differentiate sounds for when objectives change states | ||||
Description | Currently the sounds are identical for: 1) When an objective is cleared 2) When an objective is added 3) When an objective is updated(?) In the current implementation, when a player clears an objective and a new objective is added, the sound is played twice, which can sound odd. Reproduced in TDM 2.12/64 #10623 (beta212-03). Proposal: * Change sounds for all three and make them all differ so player can distinguish them by sound. ** Consider that all three need to work when played alone, but also that if well designed they should work well when played after each other and weave into each other while each is still able to distinguish from the other played before or after. (The current sound is a sudden and dramatic sound that may be interpreted as something bad happening. It is a good sound in itself, but would perhaps be better used for some other purpose.) | ||||
Tags | sound | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
20.01.2024 01:19 | Fiver | New Issue | |
20.01.2024 01:19 | Fiver | Tag Attached: sound | |
20.01.2024 01:20 | Fiver | Description Updated | |
22.01.2024 01:52 | Fiver | OS | Debian => |
22.01.2024 01:52 | Fiver | OS Version | 11 Bullseye => |
22.01.2024 01:52 | Fiver | Platform | Linux => |
22.01.2024 12:34 | Fiver | Summary | Differentiate sounds for objectives => Differentiate sounds for when objectives change states |
22.01.2024 12:34 | Fiver | Description Updated |