#591 closed defect (fixed)
[PATCH] Disable sounds for units in FoW/SoD
Reported by: | Philip Taylor | Owned by: | |
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Priority: | Should Have | Milestone: | Alpha 4 |
Component: | Core engine | Keywords: | simple, fow |
Cc: | Patch: |
Description
If an enemy unit is in fog-of-war/shroud-of-darkness areas, you shouldn't be able to hear them.
This could probably be handled by making CCmpSoundManager::PlaySoundGroup
detect if the source entity is visible to the current player (see e.g. CCmpVisualActor::Interpolate
using ICmpRangeManager::GetLosVisibility
) and then ignoring the sound if not.
Attachments (1)
Change History (14)
comment:1 by , 14 years ago
Cc: | added |
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comment:2 by , 14 years ago
Cc: | removed |
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Owner: | set to |
comment:3 by , 14 years ago
Milestone: | Unclassified → OS Alpha 2 |
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comment:4 by , 14 years ago
Milestone: | OS Alpha 2 → OS Alpha 3 |
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comment:5 by , 14 years ago
Priority: | minor → major |
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comment:6 by , 13 years ago
Type: | task → defect |
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comment:7 by , 13 years ago
Milestone: | Alpha 3 → Alpha 4 |
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comment:8 by , 13 years ago
Owner: | removed |
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by , 13 years ago
Attachment: | BugFix#591.patch added |
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comment:10 by , 13 years ago
Summary: | Disable sounds for units in FoW/SoD → [PATCH] Disable sounds for units in FoW/SoD |
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comment:11 by , 13 years ago
Thanks, looks good to me. (I've just rearranged the comments a little bit.)
comment:12 by , 13 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:13 by , 8 years ago
Keywords: | review removed |
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Pushing back to Alpha 3 due to time constraints and complexity.