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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