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Bug #229

4 sound channels used by game menu

Added by jimigrey about 17 years ago. Updated almost 10 years ago.

Status:
Rejected
Priority:
Normal
Assignee:
-
Category:
-
Target version:
Start date:
2005-04-01
% Done:

0%


Description

Menu uses 4 sound channels all the time, even if the
menu is not active. I think it would be better, if the
menu and game had access to all channels. Or if there
has to be some limit for menu channels which will be
away from game channels, then menu should only use 1
sound channel. Definitely doesn't need 4.

Labels: Sound (DS8)

History

#1 Updated by danij over 16 years ago

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user_id=849456

This could be fixed by using S_LocalSoundFrom() instead of
S_LocalSound()?

How would we determine the origin? Menu sounds need to work
when we don't have a player to position the sound relative to.

With S_LocalSoundFrom(..., float *fixedpos), how is fixedpos
treated?

#2 Updated by skyjake over 16 years ago

Logged In: YES
user_id=717323

I don't think this is very serious. The extra channels are needed when moving
the cursor rapidly: each step produces a sound effect. It wouldn't sound too
good to clip one of the previously playing ones.

If a fix is needed, I would suggest increasing the default total number of
channels.

#3 Updated by skyjake almost 10 years ago

- status: pending --> wont-fix
- milestone: --> v1.8.6

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