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Feature #1509

Option to stop active/sight sounds if emitter killed

Added by vermil almost 15 years ago. Updated almost 11 years ago.

Status:
Closed
Priority:
Normal
Assignee:
-
Category:
Vanilla emulation
Target version:
-
Start date:
2010-02-09
% Done:

0%

Tags:
SFX

Description

Currently in Dday, as in the original games, a monster doesn't stop playing its sight or active sounds (or any other sound) if it is killed.

In most cases the sounds a monster makes are short enough that one doesn’t notice, but some monsters, such as Heretic's Disciple, have very long sight or active sounds that can lead to a mobj's corpse "growling at or speaking to you” long after it has been killed.

This is more noticeable in Dday due to more sound channels.

I was wondering if it is possible to add an optional option that instantly cuts any sight or active sounds a mobj is playing if it is killed?

Labels: Sound

History

#1 Updated by skyjake about 11 years ago

  • Tags set to SFX
  • Subject changed from Mobj sound overrule compat suggestion to Option to stop active/sight sounds if emitter killed

#2 Updated by vermil almost 11 years ago

Withdrawn; my apologies.

#3 Updated by vermil almost 11 years ago

My apologies; I am no longer sure of the accuracy of what I originally wrote above and thus have withdrawn it.

#4 Updated by vermil almost 11 years ago

I think the 'sound-overlap-stop' cvar covers this old RFE.

#5 Updated by skyjake almost 11 years ago

  • Category set to Vanilla emulation
  • Status changed from New to Closed

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