sm00thslp / hedgewars

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Spoken text on victory often sounds stupid #694

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
If one team wins by killing the last enemy hedgehog, for a short moment the 
Enemydown.ogg text is said but a very short moment (<1s) later, most likely 
while still playing the sound, the sound shuts down and the Victory.ogg or 
Flawless.ogg is said instead. This often sounds very awkward. Imagine a 
hedgehog saying “Enemy do… Victory is ours!”. This minor annoyance seems 
to be rather independent of the voice used since all voices I know don’t have 
an Enemydown.ogg text which is short enough to fit into this tiny time span 
before being shut down by Victory.ogg/Flawless.ogg

Suggested fix: Do not play Enemydown.ogg if the death of the enemy results in 
victory. This way, _only_ the Victory.ogg/Flawless.ogg file is played without 
Enemydown.ogg right before that.

This minor annoyance is verified by me on following Hedgewars versions:
- official 0.9.19 GNU/Linux build
- r9450 GNU/Linux build I built myself, branch “spacecampaign”. (I hope 
this branch has not drifted too far from the default branch ;-).)

I use Linux 3.9.4.

Original issue reported on code.google.com by almikes@aol.com on 26 Aug 2013 at 10:13

GoogleCodeExporter commented 9 years ago
I'm guessing you are playing in infinite attack mode?
Like, oh, Highlander?

Original comment by kyberneticist@gmail.com on 27 Aug 2013 at 2:47

GoogleCodeExporter commented 9 years ago
You guessed wrong. This happens while playing Default (for example).
But just now I tested it again on 0.9.19, on Highlander and it happens there, 
too.

So it looks like it does not matter wheather or not infinite attack mode is 
activated or not.

Original comment by almikes@aol.com on 27 Aug 2013 at 3:01

GoogleCodeExporter commented 9 years ago
'k. Well, highlander and normal have very different sequences. I figured the 
normal pause would be sufficient for non-infinite attack.  But, ok, I see that 
the EnemyDown is in uStats under TurnReaction step, so in the normal step 
sequence, although in infinite attack victory is checked out of sequence too.

However, in terms of voices, the two are queued up, so one is in fact played 
immediately after the other, not cut off.
I suppose a delay could be added inside the AddVoice queuing.

Skipping the "enemy down" would be a pain, given the sequence.

Original comment by kyberneticist@gmail.com on 27 Aug 2013 at 8:49

GoogleCodeExporter commented 9 years ago
Changing to a minor enhancement since the voices don't overlap.  It is kind of 
a similar issue to other places w/ many voices sometimes sounding out of place. 
 Might try adding a delay though, since it is easy to do.

Original comment by kyberneticist@gmail.com on 27 Aug 2013 at 8:50