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Improved malfunction sound #2
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The only ones I actually like are |
With one object per hum (instead of all hums in one object) we can set the property "stream" to true, which is recommended for sounds that have a duration longer than a few seconds to avoid lag. Also, now we can have a player preference to select just one hum for the TARDIS.
The hum sounds are deliberately one object, so that one is chosen at random... |
The problem with all hums in one object is that you can't place the Stream property, and set it to true, so currently the game freezes (every 5000 ticks) while it's loading the audio file which is going to play. I think it's worth to make the randomizer server-side if we get ride of those freezings. Or even instead of a randomizer, a player preference, so we can choose a specific hum for our TARDISes. |
What's wrong with:
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Oh, I didn't know that. I couldn't find an example of multiple sound files with the stream property. But, I still think that a player preference to choose the hum would be a right decision. |
I always think the work should be done by the client wherever possible, maybe:
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What is "type", "event" and "type", "sound",? |
I haven't actually tested anything yet, but my understanding comes from:
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Actually putting |
# Conflicts: # assets/minecraft/sounds/tardis_malfunction.ogg
Sound that can be played when the artron energy reaches a very low level. Preferably when you still have energy for one trip.
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