bugBattle for Wesnoth - Bugs: bug #20581, Sound in additional frames has...

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bug #20581: Sound in additional frames has wrong start time

Submitted by:  David Mikos <coffee>
Submitted on:  Sun Mar 3 11:16:19 2013  
Category: BugSeverity: 3 - Normal
Priority: 5 - NormalItem Group: WML
Status: FixedPrivacy: Public
Assigned to: David Mikos <coffee>Open/Closed: Closed
Release: 1.11.1+svn(56433M)Operating System: Any

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Sun Mar 10 21:10:44 2013, comment #1:

Fixed in revision 56478.

Problem was that frames without a duration were set to 0 and sound not started.

A duration 1 dummy frame must also be put before the sound to get the desired effect.

David Mikos <coffee>
Project MemberIn charge of this item.
Sun Mar 3 11:16:19 2013, original submission:


The macro under utils/sound-utils.cfg -- SOUND:HIT_AND_MISS, which I would like to make more use of (see http://forums.wesnoth.org/viewtopic.php?f=10&t=38198&start=30) does not work as intended.

If any additional frame is created, the start time is wrongly set to the main frame start time. This affects the orcish assassin, etc. that already use this macro, but it's use could be widened to many other units to simplify yet again the WML speficiation for the animations.

Is the related code under unit_animation.cpp under particule? Maybe I can help to bug fix this?

David Mikos <coffee>
Project MemberIn charge of this item.


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  • -unavailable- added by shadowmaster (Updated the item)
  • -unavailable- added by coffee (Submitted the item)

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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue Mar 26 12:24:41 2013shadowmasterOpen/ClosedOpen=>Closed
    Sun Mar 10 21:10:44 2013coffeeStatusNone=>Fixed
      Assigned toNone=>coffee
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