Feature #1509
Option to stop active/sight sounds if emitter killed
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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Withdrawn; my apologies.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My apologies; I am no longer sure of the accuracy of what I originally wrote above and thus have withdrawn it.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