Author Topic: The comm personas animations  (Read 1675 times)

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Offline ShivanSpS

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The comm personas animations
This is something i always wonder about, since retail, why the comm animation cant be just loop until the game finish to play the .wav?, it looks odd that the animation dissapear and we are still hearing the comm...

 

Offline taylor

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Re: The comm personas animations
It is supposed to loop actually.  But it doesn't always work out very well depending on the audio file in question, your OS, the version of OpenAL, and the sound driver being used.  It can be a bit flaky in other words, but should work most of the time.  However, since the OpenAL 1.1 method of determining playing byte offset was never really tested (I only tested it fully under Linux, which didn't have a full 1.1 implementation at the time), the code could be buggy too.

 

Offline Dilmah G

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Re: The comm personas animations
It is supposed to loop actually.  But it doesn't always work out very well depending on the audio file in question, your OS, the version of OpenAL, and the sound driver being used.  It can be a bit flaky in other words, but should work most of the time.  However, since the OpenAL 1.1 method of determining playing byte offset was never really tested (I only tested it fully under Linux, which didn't have a full 1.1 implementation at the time), the code could be buggy too.

Hmmm, I've never, ever, seen the .ani loop.

 

Offline taylor

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Re: The comm personas animations
Looking at the code real quickly I don't see that the anim actually loops, so that may have been either something in my imagination or just something that never hit FSO CVS/SVN.  Maybe I'm thinking of the start frame and early cutoff bug which made the anims end sooner than they were supposed to, who's to know.

I remember it once being a bug in the icculus.org version that caused the anis to go away too quickly.  The same icculus.org fix made it to FSO, but it only applies to the Linux version of OpenAL.  I changed the code in FSO to work with OpenAL 1.1 (Windows/OS X), however I don't think that it was ever really tested properly to make sure it gave the proper results.

 

Offline Lucika

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Re: The comm personas animations
Jsut curious: how are you creating the comm anis? (for instance the ones in BP or the Ratna escorting mission in ST:R)
HLP member 2008-2012 and Syrk:TUW project leader ~2010-2012

  

Offline General Battuta

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Re: The comm personas animations
The BP ones are drawn from Supreme Commander.