[No] SoundStarted Event

Moderator: GZDoom Developers

SoundStarted Event

Postby m8f » Wed May 20, 2020 12:18 am

Suggestion: add
Code: Select allExpand view
virtual void SoundStarted(SoundEvent event)
to EventHandler.

Where SoundEvent is something like
Code: Select allExpand view
struct SoundEvent
  Actor source;
  Sound soundId;

The position of the sound could be accessed through Actor. The length of the sound could be accessed through S_GetLength(Sound sound_id).

1. Allows creating modifications that display the directional sound, useful for people with hearing issues, and/or playing without speakers/headphones.
2. Allows creating custom behavior, like monster reaction to certain sounds.

Creating this as a feature suggestion because I'm not sure how to implement this.
User avatar
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit

Re: SoundStarted Event

Postby Graf Zahl » Wed May 20, 2020 1:01 am

Let's bury this as quickly as possible. I cannot see any useful way to handle this without exposing implementation details to the script.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Joined: 19 Jul 2003
Location: Germany

Return to Closed Feature Suggestions

Who is online

Users browsing this forum: No registered users and 0 guests