View Issue Details

IDProjectCategoryLast Update
0009299AI War 1 / ClassicBug - AudioAug 20, 2012 5:45 pm
ReporterDraco18s Assigned Tokeith.lamothe  
Status assignedResolutionopen 
Product Version5.066 
Summary0009299: Nuclear Explosion sound, and the other effects that trigger it
DescriptionIt really lingers [b]far[/b] too long, especially considering that one tends to pause the game and check on just what it was that did that. More often than not it was an EMP guardian, which when irritated will tend to fly through four or five systems, exploding along the way.

If we could get a less penetrating sound for it, that would be awesome.
TagsNo tags attached.
Internal WeightPolish Tweak

Activities

TechSY730

Aug 20, 2012 4:57 pm

reporter   ~0027863

Given that the sound, although long when running normally, is only stupidly long when paused at the right time makes it seem like the "loop point" for the sound is triggered to be removed N (non-paused) game cycles after the point of detonation. The problem is that when the game is paused, this trigger never happens, and the sound continues on for a crazy long time.
It should probably be changed to remove the "loop point" for the sound based on realtime delay. (I would of suggested counting on any game cycle loop iteration (both paused and un-paused), but that could possibly lead to strange timings at increased or decreased game speeds. Wall clock time seems best for things like sound)

Draco18s

Aug 20, 2012 5:45 pm

developer   ~0027864

Or removing the loop point all together.

Issue History

Date Modified Username Field Change
Aug 18, 2012 10:45 pm Draco18s New Issue
Aug 20, 2012 3:08 pm tigersfan Internal Weight => Polish Tweak
Aug 20, 2012 3:08 pm tigersfan Assigned To => keith.lamothe
Aug 20, 2012 3:08 pm tigersfan Status new => assigned
Aug 20, 2012 4:57 pm TechSY730 Note Added: 0027863
Aug 20, 2012 5:45 pm Draco18s Note Added: 0027864