[#bugs] I'm testing out attack sounds, and I've noticed a number of issues. All these we...

Issue #8243 new
Freehold Games Bot Account created an issue

Marked for crossposting by: Ashe-No-Longer, Legendary Seeker

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<A Blessed Feline> I'm testing out attack sounds, and I've noticed a number of issues. All these were tested against an amaranthine prism on the ground. The stinger natural weapon's attack sound ("Sounds/Abilities/sfx_ability_mutation_stinger_tailWhip") and the beak's natural attack sound ("Sounds/Abilities/sfx_ability_mutation_beak_peck") both seem to play alongside a regular "plitsch" natural weapon attack sound, and both are also always delayed to only happen after the attack occurs rather than during it. The club attack sound ("meleeTier0") has really shrill and grating clicking noise right at the end, after the attack sound has occurred. The iron mace ("meleeTier1") and the steel mace ("meleeTier2") and the carbide hammer ("meleeTier3_4") all have similar delayed audio issues, though the noise is less shrill than the club's. There's also some manner of odd mixing issue at the end of the carbide hammer's noise. The noises of the carbide folding hammer, the fullerite maul, the crysteel mace and the flawless crysteel mace all seem normal (?), though the noise for the fullerite maul ("meleeTier5") seems to have a slight hiss at the end roughly a third of the time, after the rest of the noise has ended. The noise for the zetachrome hammer ("meleeTier8") has a really grating and monotonous almost static-noise that plays after the actual hit noise has played. The hit noises for the stun rod and syphon baton both also seem to have an odd click at the end

Comments (3)

  1. Ashe

    A Blessed Feline: Also note that most of the sound names I gave here seem to be wrong, I'm using the BetaSounds mod

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