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IDProjectCategoryView StatusLast Update
0006446The Dark ModFeature proposalpublic22.01.2024 12:34
ReporterFiver Assigned To 
PrioritynormalSeveritynormalReproducibilityN/A
Status newResolutionopen 
Product VersionTDM 2.11 
Summary0006446: Differentiate sounds for when objectives change states
DescriptionCurrently 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.)
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Issue History

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