Closed AdamPlenty closed 4 years ago
I don't understand why you do it like this. Now you hard-configure where the custom atmos sounds go. Wouldn't it make much more sense to instead of a boolean make it 3 numbers: 'background sound', 'range start' and 'range end'.
This way the feature keeps working even when the sound.dat changes, and it allows the user much more flexibility
Yes, that probably would make more sense.
What did you do with that force-push? Keeping feature branches clean is not important, because as soon as they are merged we delete them.
What did you do with that force-push? Keeping feature branches clean is not important, because as soon as they are merged we delete them.
I tried to get rid of the redundant commits.
well, now my commit is gone.
I don't understand why you have the CustomAtmos setting. In the current release there already is a range of atmos sounds, hard coded. Why don't you simply make that configurable, and put the defaults to the current values. None of the other config values in the game have a separate setting you need to enable to change them.
Also, don't you want the water drops to be configurable as well?
I'll do that in the next commit. And yes, I'd like the water drops configurable. By 'configurable', you mean enabled/disabled?
No, I mean why just these water drops. Why not other water drops or custom sounds. Those other soundfonts, what did they have?
They didn't have a loop of anything if that's what you mean.
I don't understand why you do it like this. Now you hard-configure where the custom atmos sounds go. Wouldn't it make much more sense to instead of a boolean make it 3 numbers: 'background sound', 'range start' and 'range end'.
This way the feature keeps working even when the sound.dat changes, and it allows the user much more flexibility