[Bf-committers] Game Engine Sound Behaviour

Alexander Ewering blender at instinctive.de
Fri Dec 31 19:13:03 CET 2004


On Fri, 31 Dec 2004, Yann Vernier wrote:

> On Fri, Dec 31, 2004 at 01:44:19PM +0100, Alexander Ewering wrote:
>> a (longer) sound. Now when I *again* trigger this actuator *while* the same
>> sound is still playing, should it *stop* the already playing instance and
>> start it over, or should it *add* another instance?
>
> That should be configurable. For instance, a sound meant to indicate the
> noise a rocket makes flying away would be duplicated (although in this
> case, the sound actuator should really be on the rocket). It is very
> annoying, however, to have your character saying multiple things at the
> same time.

I agree, sounds reasonable :-)

Well, I'll definitely leave the "put everything you change inside
#ifdefs" part now though, because I'm changing so much that it's
probably not worth keeping the old sound system.

| alexander ewering              instinctive mediaworks
| ae[@]instinctive[.]de   http://www[.]instinctive[.]de


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