Feature #1435
Old-style sound queing
Start date:
2007-01-31
% Done:
100%
Description
In Jdoom right now, multiple sounds created by a single entity all overlap when played. This can sound really bad when using the chainsaw on a demon or imp, or if a monster goes under a crushing ceiling. In the original Doom engine, entities would interrupt any existing sound they were playing in order to make a new sound. Right now in Jdoom I think the only entity that does this is the chainsaw's idle and attack loops. Could an option be put into place to use the old-style sound queing for all entities?
Labels: Sound
History
#1
Updated by danij almost 18 years ago
Logged In: YES
user_id=849456
Originator: NO
It is possible to make this optional if it is not already.
#2
Updated by skyjake over 11 years ago
- Tags set to SFX
- Category set to Vanilla emulation
- Status changed from New to Closed
- Assignee set to skyjake
- % Done changed from 0 to 100
This can be done with "sound-overlap-stop 1"
.