URL:
<http://gna.org/bugs/?20581>
Summary: Sound in additional frames has wrong start time
Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 03 Mar 2013 11:16:19 AM GMT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: WML
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.11.1+svn(56433M)
Operating System: Any
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Details:
Hi
The macro under utils/sound-utils.cfg -- SOUND:HIT_AND_MISS, which I would
like to make more use of (see
http://forums.wesnoth.org/viewtopic.php?f=10&t=38198&start=30) does not work
as intended.
If any additional frame is created, the start time is wrongly set to the main
frame start time. This affects the orcish assassin, etc. that already use this
macro, but it's use could be widened to many other units to simplify yet again
the WML speficiation for the animations.
Is the related code under unit_animation.cpp under particule? Maybe I can help
to bug fix this?
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