t3hk0d3/Terasology — comment on commit daca79c21e6a290db10f1710a958264a100777be
File:  line 0
By Cervator:

Good stuff, just needs more ale! And some javadoc and stability fixes, I crashed while tinkering with fast-forwarding time (possibly as a second piece of music triggered loading while an existing one was playing?):

INFO: Spawning local slime at (-24417.23673363376, 55.300000011920936, 20483.69018488605)
Exception in thread "main" org.terasology.logic.audio.OpenALException: OpenAL Error at Uploading buffer data - Invalid Operation
at org.terasology.logic.audio.OpenALException.checkState(OpenALException.java:11)
at org.terasology.logic.audio.AbstractStreamingSound.updateBuffer(AbstractStreamingSound.java:49)
at org.terasology.logic.audio.BasicStreamingSoundSource.setAudio(BasicStreamingSoundSource.java:83)
at org.terasology.logic.audio.BasicSoundPool.getSource(BasicSoundPool.java:38)
at org.terasology.logic.manager.AudioManager.playMusic(AudioManager.java:286)
at org.terasology.rendering.world.WorldRenderer$1.run(WorldRenderer.java:179)
at org.terasology.logic.world.WorldTimeEvent.execute(WorldTimeEvent.java:33)
at org.terasology.logic.manager.WorldTimeEventManager.fireWorldTimeEvents(WorldTimeEventManager.java:65)
at org.terasology.rendering.world.WorldRenderer.update(WorldRenderer.java:423)
at org.terasology.game.modes.ModePlayGame.update(ModePlayGame.java:121)
at org.terasology.game.Terasology.run(Terasology.java:247)
at org.terasology.game.Terasology.main(Terasology.java:443)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.intellij.rt.execution.application.AppMain.main(AppMain.java:120)

And boy howdy yeah, the Gelatinous Cubes do drown out all other sound. With several of them around the sfx from placing / breaking blocks completely disappeared, and I had to fly waaaaaay out in the boonies to be able to hear the normal sounds. Maybe look at doing the priority system, and each additional inclusion of an identical sound source drops the priority some so brand new unique sounds always play? Maybe also drop the range at which those sound are audible?

Nice work otherwise, Nice having music in the menu and clicky noises on the buttons :D

Checking a second time it also seems the volume level changes somewhat erratically between different sfx. Footsteps are usually very loud for me, while explosions can be either very loud or rather quiet (maybe relating to subtle range distances?)