alextheo Posted February 15, 2023 Report Share Posted February 15, 2023 If we issue a command to a unit before its voice line ends, the voice line will be repeated, overlapping the previous one. In my humble opinion, this is a serious audio problem as double clicks and immediate changes in decision-making are usual. The following might be a good strategy to solve it: Add a timer for every unit which is set when the unit uses a voice line. As long as the timer is not reset, the unit is silent. Upon reset, the unit has a chance of using a voice line. You get the point. 2 Quote Link to comment Share on other sites More sharing options...
phosit Posted February 17, 2023 Report Share Posted February 17, 2023 Do i get you right: When you order a unit to do something the voice line and a timer is started. As long as the timer is not reset no other sound-track will be played. What do you mean by reset? does some process have to reset the clock, or does the reset happen when the timer reaches zero. I don't know how it's implemented. It would be nice that the voice line sets the unit to mouth-idle when the voice line ends. There would be no timer required. 1 Quote Link to comment Share on other sites More sharing options...
sternstaub Posted February 18, 2023 Report Share Posted February 18, 2023 I actually use the control groups to quickly change the building. For acoustic people like myself, it would be annoying if the sounds were gone for a brief period after selecting a building. Because sometimes, when i press the wrong key, i would just press the 2 neighboring keys until i hear the sound of the building i want to select. So, well, people are different, and personally, i am against removal of unit selection sounds. However this seems to totally make sense for movement / command sounds to me. On the other hand, if you can expect a sound for every valid input you give, it also helps orientation when it's lag. Quote Link to comment Share on other sites More sharing options...
alextheo Posted February 19, 2023 Author Report Share Posted February 19, 2023 @sternstaub: To clarify, I am talking about units (characters) which have voice lines, not buildings. @phosit: As long as the timer is not reset, the specific unit cannot have a voice line. Other units can. So if we have 5 units, we will need 5 timers. The timer resets to 0 with a simple countdown. Of course, the setting value is going to be small, let's say 2 seconds. It should be slightly greater than the duration of the longest possible voiceline. Optimally, we would be able to use a boolean variable instead of a timer, named, for example, "talking". While the voice line is being played, "talking" is true. As soon as the voice line ends, "talking" is false and the unit can use a voice line again (the same as before or another one). This is a definitely better approach, but I do not know if it can be implemented easily. We can dump the idea of randomness that I talked about earlier. As @sternstaub said, consistent feedback is important. But a unit should not talk over its own voice / a unit's voice lines should not overlap each other! It sounds bad and peculiar. 1 Quote Link to comment Share on other sites More sharing options...
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