Sound: one-shot sounds are cut 8 to 10 seconds after they start
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Assessment
- Difficulty
- 3/5
- Estimated time
- Half a day
- Newbie friendliness
- 45/100
Research direction
The payload does not name the file, so start by finding the sound manager and its periodic 2-second release pass, then the check that drops one-shot sounds loaded more than 8 seconds earlier. Read sound spec section 9.2 first, since it governs the 1:1 behaviour that must stay. Done means enhanced-build one-shots play to completion, and the 1:1 build behaves as before.
Written by the indexing model from the issue text.
Description
A bug of the original, found while specifying the sound.
Every 2 s of game time the sound manager releases the sounds that have finished, and also every one-shot sound that was loaded more than 8 s earlier, even when it is still playing. So a one-shot longer than about 8 s is cut between 8 and 10 s (the show applause, boo and ovation sounds run 7 to 8.3 s and are at the edge), and a one-shot that is triggered again and again keeps one voice busy and is cut the same way. Looping sounds are not affected.
1:1 build: keep it (sound spec 9.2). Enhanced build: release a one-shot only once it has finished.
- Dominant language
- Rust
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- Merged PRs (30d)
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