Ajapted
Forum Regular

Posts: 680
Registered: 04-02 |
Source code: I didn't bother for this RC, but the full release will have it of course, and there is always the SVN repository.
Linux binary: I'll probably make one for the 1.29 full release, likely some time after since I need to finish rewriting the Humidity library to get MUS/MIDI music playback. As Lobo said, linux binaries tend to be very specific to the distribution you build it on, I wouldn't be surprised if the binary I use on Ubuntu Breezy Badger fails to work on Ubuntu Feisty Fawn, and that's the same damn distribution. Statically linking some of the libs should help.
1: Sounds no longer get quiter with distance, you can hear those imps you shot with a rocket from a mile away as if they where next to you
Works for me. With OpenAL, the sound volume dropped off much more quickly than the current code (which is similar to the original DOOM attenuation). Maybe that is it?
2: Sounds stop playing when the sprite does, which ruins the storm demon's lighting which is supposed to echo for ages afterwards
Objects are the source of sound, so it doesn't make much sense for sounds to continue when the object is removed.
I plan to fix the code to keep removed objects "in limbo" for a few seconds so their death sounds can finish playing. But if you want a really long sound to play, you should fix the sprite frames in DDF so the object hits #REMOVE after the sound is finished (can use the NULL sprite to make sure it's invisible).
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