-
Notifications
You must be signed in to change notification settings - Fork 566
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Battlefield executions done on the Almayer can be heard by everyone onboard #5875
Conversation
LTNTS suggested putting a 5s cooldown on the z-level playsound just in case of a mass execution, switching it to draft until I code that |
It is ready to review, but the z-level wide sound could use some echo. If anyone can figure out how echo works (because its documentation is way too confusing for my smooth brain), ping me on Discord. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Discussing this internally. Will be a decision soon. |
playsound(user, fired_from.fire_sound, 25, FALSE) | ||
else if(is_mainship_level(user.z) && !TIMER_COOLDOWN_CHECK(user, COOLDOWN_SHIPWIDE_EXECUTION_ALERT)) | ||
playsound_z(SSmapping.levels_by_any_trait(list(ZTRAIT_MARINE_MAIN_SHIP)), fired_from.fire_sound, volume = fired_from.firesound_volume) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Do you reckon that you could play this as a normal sound but just with a large range and falloff so people can hear it across the other side of the Almayer but much quieter than next to it?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I have no way to measure it, but if we wanted to make it shipwide, if someone gets executed in CIC (x 100, y 150) someone in the lower deck's reactor room (x 260 y 50) is incredibly far from it. Would it not be way more expensive to send an audio file that far vs using playsound_z?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't know how it would compare resource wise, but for a thing that happens once in a blue moon it doesn't really matter. You could proccall playsound on a turf and then ghost to various places on the almayer then call it to judge the distance and falloff.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
let me know if the idea itself is approved, if so, I'll start messing around with the sound range and falloff
Sadly after discussion internally we have decided not to proceed with this PR for the following reasons expressed by a couple of team members:
|
About the pull request
If the CO battlefield executes someone on the Almayer (and does it with a gun that has no silencer on it), the shot will be audible for everyone onboard.
If the weapon is silenced or the CO is not on the Almayer, the execution's audio remains the same.
In case of a mass execution, there is a 5 seconds timer, meaning if the CO executes three people in 5 seconds, only one shot will be audible across the Almayer, the other two shots will be local.
Explain why it's good for the game
Blaxxon Blonz brought this up in an ideasguys thread. I found it hilarious, so here it is.
His initial post aligns with my own opinion, please read it.
It would be cool to add some echo effect to it, but I do not think we are capable of doing so with this proc (since the audio is always based on the bullet being used).
Testing Photographs and Procedure
Changelog
🆑
add: Battlefield executions performed on the Almayer can be now heard by everyone onboard, unless the gun is silenced. There is a five-seconds long cooldown between ship-wide noises, pace your executions if you want everything to be heard.
/:cl: