Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: m!m on November 11, 2011, 12:56:40 pm
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The attached patch adds a "$ExplosionSnd" ship class option after "$CargoScanningSnd" to specify a ship specific explosion sound.
Regards,
m!m
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Why not propagate it near/with the customizable Death/Explosions entries that Wanderer put in? Would make more sense there I'd think unless we're just grouping (or attempting to) all sound related elements together.
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I thought grouping the sound related entries would be the best way to do it as then the parse function can also be put into the dedicated parse_ship_sounds function.
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Sorry if i bump this thread, but should some coder take a look at it please?
This code can solve me a huge sound issue.
Thanks in advance for the help...hope to don't bother you :)
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The patch looks good, one idea thou.
Would it be possible to do the selection of the explosion sound when parsing the ship.
and add the mapping from SND_SHIP_EXPLODE_1 to SND_CAPSHIP_EXPLODE or SND_SHIP_EXPLODE_2 there ?
You could remove the ship_has_sound function then.
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Sounds like a good patch, if it works well I'll definitely experiment with that. Would be great to give Shivan ships a much different, alien sound when their ships explode, for instance.
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Sorry to :bump: but
I had a talk with Eli2 on IRC about this patch but we didn't come to a satisfying solution for the mostly redundant ship_has_sound function which doesn't break backwards compatibility. Can somebody take a look?
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Why is ship_has_sound() redundant?
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It only differs in two line from ship_get_sound() but I think it's the only way.
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:bump: ing again but the attachment in the first post got deleted. I'd really appreciate a review of the patch as it could be really helpful :nod:
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hello.... sorry about re-bumping,but the review of this patch would be great....thanks for the help.
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i agree too, this could be quite usefull. so bump