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Whenever a crusher changes directions, they'll restart the whole sound sequence instead of letting it keep looping like how Doom does it.
I think this change occurred around the time the sound rework was done, which was about November/December 2019.
Plug this into SNDSEQ.
:CeilingNormalplayplats/pt1_stop
playrepeat plats/pt1_mid
stopsound plats/pt1_stop
end
The expected result, for me at least, is to have the crushers keep looping the repeat sound without playing the starting or stopping sound until it's actually stopped. But instead, it goes through the whole thing and is rather jarring. Even Star Wars Dark Forces does what Doom does, it plays the looping sound without restarting it until it's stopped.
Another way to check is to do this:
:CeilingNormalplayrepeatplats/pt1_strt
end
You'll definitely tell it's repeating since Doom's normal movement sound is difficult to distinguish.
The text was updated successfully, but these errors were encountered:
Whenever a crusher changes directions, they'll restart the whole sound sequence instead of letting it keep looping like how Doom does it.
I think this change occurred around the time the sound rework was done, which was about November/December 2019.
Plug this into SNDSEQ.
The expected result, for me at least, is to have the crushers keep looping the repeat sound without playing the starting or stopping sound until it's actually stopped. But instead, it goes through the whole thing and is rather jarring. Even Star Wars Dark Forces does what Doom does, it plays the looping sound without restarting it until it's stopped.
Another way to check is to do this:
You'll definitely tell it's repeating since Doom's normal movement sound is difficult to distinguish.
The text was updated successfully, but these errors were encountered: