Comments (3)
I found the code responsible in line 8769
of LivingLifePage.cpp
, and there is a comment, but I don't understand the intention:
// don't play using sound
// if they are both use dummies
if( !bothSameUseParent( old, newID )
&&
obj->usingSound.numSubSounds
> 0 ) {
playSound(
obj->usingSound,
getVectorFromCamera( x, y ) );
}
}
If we are using an object, and the interaction causes the number of uses of that object to change, why would we not want to play the "using" sound? I removed this check from my client, and now the goosepond plays the slosh sound when water is taken from or added to it.
Is it because this causes two sounds to be played from the one interaction? Is that an undesirable thing?
from onelife.
This was broken in v66 (it works in v65). The change had something to do with murder weapon sounds. I'm looking into it.
from onelife.
Fixed in commit 986099a
from onelife.
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from onelife.