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Sounds that originate at a battler are cut off when that battler leaves the room (is killed). #324

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MorbusM59 opened this issue May 8, 2021 · 0 comments

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@MorbusM59
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Most notably, this cuts off the sound of any killing blow on a mob. (The death scream originates at the corpse object and can be heard.)

This may sound like a low priority fix but feels super annoying in game. It takes away from the experience when the smackiness of a killing blow is gone and you are left wondering where the mob went because the lack of sound indicates a miss, not a hit.

Note: The sounds play when this part from RemoteNode.cpp (line 112) is removed. Not a solution of course. (Del already informed me that this would cause a memory leak.)

  // cleanup attached sounds
  if (sounds)
  {
     for(std::list<ISound*>::iterator it = sounds->begin(); it != sounds->end(); ++it)
     {
        ISound* sound = *it;
        sound->stop();
        sound->drop();
     }
     sounds->clear();
     delete sounds;
   }
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