ihhub / fheroes2

fheroes2 is a recreation of Heroes of Might and Magic II game engine.
https://ihhub.github.io/fheroes2/
GNU General Public License v2.0
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Combat, sound is not played entirely at the end of a combat before the casualties window is displayed #6904

Open LeHerosInconnu opened 1 year ago

LeHerosInconnu commented 1 year ago

Preliminary checks

Platform

Windows

Describe the bug

In fheroes2, the sound is not played entirely at the end of a combat before the casualties window is displayed. In the example, with the sound of decimated Halflings falling to the ground.

In fheroes2:

https://user-images.githubusercontent.com/43583994/227801572-9383158a-5074-4e86-86ad-1bf90f947e7c.mp4

https://user-images.githubusercontent.com/43583994/227801595-50bb2aec-3297-44e5-84d5-388a93b627d8.mp4

Save file

Here is the save file: Sound cut 100.zip

Additional info

Related issue: https://github.com/ihhub/fheroes2/issues/1981.

oleg-derevenetz commented 1 year ago

I cannot reproduce this:

https://user-images.githubusercontent.com/32623900/227802729-542ee818-8816-491e-a766-c11bbcede6e8.mp4

Please note that in my case this music is played in BOTH windows (both in instant battle results window and in manual battle results window) while in your case this music is not played in either window.

Do you accidentally use MIDI music? If so, then this track is simply not there.

oleg-derevenetz commented 1 year ago

Ah, do you mean the sound of Halfling itself? Well, that's how sounds are now played in fheroes2 in general - they are interrupted/stopped when the corresponding action is finished (and I personally believe that the current behavior is the right one, because the need to wait for the end of the sound effect before doing the next action would be really, really annoying).

Looks like a duplicate of #1981 really. If that's the case, then I think it's not worth opening another issue.

LeHerosInconnu commented 1 year ago

@oleg-derevenetz.

In the case of combat, the sound of the Halflings, in the example, should be played until the end, it is not a long lasting sound. Cutting it this way is horrible, this way of doing things makes it really unprofessional.

Looks like a duplicate of #1981 really. If that's the case, then I think it's not worth opening another issue.

This is an "illustration" of part of the other issue that is more general. It can certainly be treated separately.

As a general rule, the sounds on the adventure map should be played in their entirety and the player should be able to continue his actions without being stuck waiting for the sound to end. Again, cutting the sounds this way makes it really unprofessional. For longer music and ambient sounds, the sound should not be cut off abruptly either but faded in for the transition. But these cases are more for the more general issue.

oleg-derevenetz commented 1 year ago

Again, cutting the sounds this way makes it really unprofessional.

IMHO what looks really unprofessional is the overlapping sounds that produce cacophony, like in this example from the original game (if we accept the scheme "player should be able to continue his actions without being stuck waiting for the sound to end" instead of "when a sound is played, it must be fully played before the next action is taken" from #1981):

https://user-images.githubusercontent.com/32623900/227808426-f14e144e-9311-4e9d-ad87-1c4443510a0d.mp4

This is an "illustration" of part of the other issue that is more general.

We all know what the current behavior is, there is no need to open several issues in which the same thing is repeated :) And once again - in my personal opinion, the current behavior is the right one. All other options are worse.

LeHerosInconnu commented 1 year ago

@oleg-derevenetz.

Again, cutting the sounds this way makes it really unprofessional.

IMHO what looks really unprofessional is the overlapping sounds that produce cacophony, like in this example from the original game (if we accept the scheme "player should be able to continue his actions without being stuck waiting for the sound to end" instead of "when a sound is played, it must be fully played before the next action is taken" from #1981):

://user-images.githubusercontent.com/32623900/227808426-f14e144e-9311-4e9d-ad87-1c4443510a0d.mp4

This is an "illustration" of part of the other issue that is more general.

We all know what the current behavior is, there is no need to open several issues in which the same thing is repeated :) And once again - in my personal opinion, the current behavior is the right one. All other options are worse.

You can notice when loading the save game that the sound is cut off wildly, in a way that is admirable for the ears, it sure sounds good. :D For the sounds on the adventure map, in the example with the artifacts, they are also played entirely, as in the original game, and it is sounds played simultaneously, not a cacophony. :)

In fheroes2:

https://user-images.githubusercontent.com/43583994/227811001-8b912756-1749-4f0f-a70f-d34b7f44e0c3.mp4

oleg-derevenetz commented 1 year ago

You can notice when loading the save game that the sound is cut off wildly, in a way that is admirable for the ears, it sure sounds good. :D

Since the main menu is not on screen anymore, its sound should not be played anymore as well. Why this should somehow break ears? My ears break from all those "fading sounds" which are unsynchronized with what's happening on the screen, and I'm really annoyed when I forced to wait for the completion of some sound (for example, I'm always annoyed by that musical introduction at the beginning of the battle - I would prefer that this introduction did not exist at all, it is absolutely useless wasting of my time).

For the sounds on the adventure map, in the example with the artifacts, they are also played entirely, as in the original game

This also sounds bad in my opinion. I would prefer that the sounds do not interfere with my actions (and even more so, they didn't make me wait for them to finish!) and do not overlap with each other.