Poll

How to do it? see body

Have general multi-sounds only, no need for relative projectile-time-value-related sounds.
1 (33.3%)
Have both, as comfort is awesome.
1 (33.3%)
Dont change anything
1 (33.3%)
I dont know what you are tolkien about
0 (0%)

Total Members Voted: 3

Voting closed: 17 July 2014, 23:21:11

Author Topic: (closed/done) How to handle multishot sounds?  (Read 2032 times)

FreshDumbledore

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(closed/done) How to handle multishot sounds?
« on: 10 July 2014, 23:21:11 »
As we want to publish multiple projectiles for one skill with MG 3.10, here a detail question on the sound handling in the xml. Titi and me both agree on having a general new multi-sound-tag system in the skill area (so you can play a sound timed at any time value for whatever reason). Additional i would like to be able to start sounds in timing relation to a projectile, so me/a modder doesnt have to calculate / fiddle around with the unspecific sounds to get the right timing. So what do you think, if you care at all?
« Last Edit: 28 July 2014, 00:29:32 by titi »

kagu

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Re: (Poll) How to handle multishot sounds?
« Reply #1 on: 10 July 2014, 23:28:01 »
Who wouldn't vote this -> Have both, as comfort is awesome.
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titi

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Re: (Poll) How to handle multishot sounds?
« Reply #2 on: 10 July 2014, 23:32:22 »
I am not a fan of it, just makes things a more complicated without real benefit. You still have to fiddle around with the timings and once you found the right one for the particle itself its easy to find the one for the sound too.
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FreshDumbledore

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Re: (Poll) How to handle multishot sounds?
« Reply #3 on: 10 July 2014, 23:45:42 »
its really a detail question and i can live with any solution on it.
to get an idea on the difference:
for a general-only approach, to make 2 projectiles, first shot at 0.0 second one at 0.5 with each having a sound starting at 0.0 related to the time projectile got shot =>
(in the xmls attack skill)
            <sound enabled="true" start-time="0.0">
                <sound-file path="sounds/s1.wav"/>
            </sound>
            <sound enabled="true" start-time="0.5">
                <sound-file path="sounds/s2.wav"/>
            </sound>
(still in the attack skill, actually we are not sure if we want to repeat the whole <projectile> or only the <particle> inside yet but lets do it like this for demonstration)
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.0"/>
</projectile>
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.5"/>
</projectile>

with relative sounds:
(if theres no other sound to be played, outside only this:)
<sound enabled="false"/>

(and in the projectile area..)
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.0"/>
        <projectile-sound enabled="true" start-time="0.0">
                <sound-file path="sounds/s1.wav">
       </projectile-sound>
</projectile>
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.5"/>
        <projectile-sound enabled="true" start-time="0.0">
                <sound-file path="sounds/s2.wav">
       </projectile-sound>
</projectile>

having the nested sound tag optional so one could still do it with the outside sound if one wanted to..

cutting down the xmls we drafted a bit, i hope it represents your idea titi x)

titi

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Re: (Poll) How to handle multishot sounds?
« Reply #4 on: 24 July 2014, 22:34:44 »
can we close this ?
Its already implemented with type 1 ( all skills can do it )

Update: ( I close this now as its already done)
« Last Edit: 28 July 2014, 00:29:09 by titi »
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