Issues with looping AmbientSound:s
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Description
AmbientSound trait has a special case handling to allow looping a sound by giving them an Interval of 0. But there are some issues with it.
1-) Looping sounds still play while the game is paused.
2-) If you enter multiple sound files to the SoundFiles: value, it selects one and loops it, rather than looping through the given list randomly.
3-) This one requires some changes i have on RV to see, but i think it still lies under upstream issues. I have a Volume: modifier under AmbientSound: in RV engine, most of the ambient sounds use it. If the player adjusts their Sound Volume from the settings, effect of my Volume modifier disappers for the looping sounds. So if you mess with the option even slightly, the looping ambient noises get really loud.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the AmbientSound trait and tracing its special handling for an Interval of 0. Reproduce the three reported cases: playback during pause, selection from multiple SoundFiles, and preservation of the Volume modifier after changing Sound Volume. Done means looping ambient sounds pause correctly, cycle through the configured files, and retain the intended volume adjustment.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100