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Add SFX for 'jumping' in quick play #35435
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You mentioned the issue of having potentially 8 people spamming this and some ideas, but it doesn't look like anything was added here by way of debounce. I'm not sure this is going to scale even for an initial release. I'd want to hear what this sounds like with a full lobby jumping before we even consider adding this in. Would recommend testing that and using it as the feature video. |
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No debounce no, but I have:
Those should work together to somewhat mitigate volume stacking. Beyond that, I feel like the spamming of interactions will be a larger problem than just with jump, so we should probably be throttling the sending action itself, instead of just adding a debounce to sample playback. |
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After a few more iterations, I've landed on only allowing the local player to trigger the full 'jump' sample, and only when their jump is not a 'consecutive' one - to add to the jump timing mini-game. Other players jumping will get a different, more subdued sound. I'll update the PR video/description - will require more sample resources to be merged. |
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Merge conflict resolution looked pretty trivial but @nekodex plz double check 🙏 |
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merge seems fine 👍 |
bdach
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there's a debounce, the test scene with interaction spam doesn't sound too obnoxious, in game the SFX's impact is not as prominent as in the test because of the BGM - seems fine to me
partyjumping-f4.mov