MantisBT - Zandronum
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0000321Zandronum[All Projects] Suggestionpublic2011-03-09 19:162018-09-30 21:35
spam205 
Torr Samaho 
normalfeatureN/A
closedfixed 
1.2 
1.3 
0000321: Server leave/join sound effects
Play a sound (preferably via an announcer) when a player disconnects, connects, spectates, or joins the game.

It would be easier to notice when someone leaves or joins the server, similar to AIM (If anyone still uses that). It would be helpful to be enabled for servers to hear "player connected" through the console. If I'm waiting for someone in my own server, I would like to hear an announcement on my PC that someone has connected to my server instead of waiting in an empty server for a while.
No tags attached.
has duplicate 0001082closed Dusk DSTINK as Connect Sound 
has duplicate 0001930closed  Connect Sounds for Zandronum? 
? ConnectSound.wad (49,504) 2013-06-08 18:16
/tracker/file_download.php?file_id=977&type=bug
zip ZandronumSounds.zip (40,195) 2014-10-04 12:17
/tracker/file_download.php?file_id=1300&type=bug
Issue History
2011-03-09 19:16spam205New Issue
2011-03-19 23:56unknownnaNote Added: 0001172
2013-06-08 05:30WatermelonAssigned To => Watermelon
2013-06-08 05:30WatermelonStatusnew => assigned
2013-06-08 18:15WatermelonNote Added: 0006396
2013-06-08 18:16WatermelonStatusassigned => needs review
2013-06-08 18:16WatermelonFile Added: ConnectSound.wad
2013-06-08 18:16WatermelonNote Edited: 0006396bug_revision_view_page.php?bugnote_id=6396#r3514
2013-06-09 11:30Konar6Note Added: 0006404
2013-06-09 11:30Konar6Note Edited: 0006404bug_revision_view_page.php?bugnote_id=6404#r3520
2013-06-09 15:24WatermelonNote Added: 0006408
2013-06-09 15:24WatermelonNote Edited: 0006408bug_revision_view_page.php?bugnote_id=6408#r3522
2013-07-14 19:34Torr SamahoNote Added: 0006634
2013-07-14 19:36Torr SamahoStatusneeds review => feedback
2013-08-01 04:34WatermelonNote Added: 0006871
2013-08-01 14:04WatermelonRelationship addedchild of 0001082
2013-08-01 14:34DuskRelationship replacedhas duplicate 0001082
2013-08-01 14:38DuskDescription Updatedbug_revision_view_page.php?rev_id=3847#r3847
2013-09-19 17:27WatermelonStatusfeedback => assigned
2013-09-22 01:28ToxicityNote Added: 0007263
2013-09-25 15:35Dark-AssassinNote Added: 0007276
2013-09-26 18:48BalrogNote Added: 0007279
2013-09-29 18:23Dark-AssassinNote Added: 0007305
2013-12-08 13:49Torr SamahoNote Added: 0007682
2013-12-08 13:49Torr SamahoAssigned ToWatermelon => Torr Samaho
2013-12-08 13:49Torr SamahoStatusassigned => needs testing
2014-09-05 00:18DuskRelationship addedhas duplicate 0001930
2014-09-30 17:49RevilutionNote Added: 0010309
2014-10-02 03:22ZzZomboNote Added: 0010310
2014-10-02 05:51Torr SamahoNote Added: 0010311
2014-10-02 09:09DuskNote Added: 0010312
2014-10-02 10:38FritsNote Added: 0010313
2014-10-03 00:16RevilutionNote Added: 0010314
2014-10-04 11:57cobaltDescription Updatedbug_revision_view_page.php?rev_id=5600#r5600
2014-10-04 11:57cobaltNote Added: 0010324
2014-10-04 12:17Torr SamahoFile Added: ZandronumSounds.zip
2014-10-04 14:55cobaltNote Added: 0010330
2014-10-04 14:56DuskNote Deleted: 0010324
2014-10-05 20:02ArcoNote Added: 0010339
2014-10-05 20:02ArcoStatusneeds testing => resolved
2014-10-05 20:02ArcoResolutionopen => fixed
2014-10-05 20:02ArcoProduct Version => 1.2
2014-10-05 20:02ArcoFixed in Version => 1.3
2014-10-05 20:02ArcoDescription Updatedbug_revision_view_page.php?rev_id=5603#r5603
2018-09-30 21:35Blzut3Statusresolved => closed

Notes
(0001172)
unknownna   
2011-03-19 23:56   
Spleen implemented something called cl_mooconnect. He mentioned that he was going to submit a patch one day.
(0006396)
Watermelon   
2013-06-08 18:15   
(edited on: 2013-06-08 18:16)
'https://bitbucket.org/Water_Melon/wbuild/commits/7959815e3c47aefc39605ac2aef43bc349cd9456 [^]'

sv_connectsound true

Using the wad this seems to work for me.

The wads will have to manually specify it, otherwise if it's true it won't play. I put it at max volume because then the mod can control its sound rather than wasting a cvar for float volume.

The name can be whatever we want, but I uploaded a wad that can be used to try it out (uses the ZD connect sound since it's all I hand on hand). Also, thoughts on if the main channel is okay?

I did not intend for zandro to come with a default sound for this. May also be able to (assuming everyone suddenly wanted to see it in with an undying passion) could always be added to the default announcer.

(0006404)
Konar6   
2013-06-09 11:30   
Watermelon: Why is this controlled by the server though? Should be a client setting.

(0006408)
Watermelon   
2013-06-09 15:24   
I like that idea better, I'm going to see if I can make it clientside

(0006634)
Torr Samaho   
2013-07-14 19:34   
I like the idea, but also think that the clients should handle and control this themselves.
(0006871)
Watermelon   
2013-08-01 04:34   
What do you mean by control themselves?

Ex: cvar to allow and disallow?
(0007263)
Toxicity   
2013-09-22 01:28   
And regarding what channel you should play it on, the announcer channel seems most appropriate.
(0007276)
Dark-Assassin   
2013-09-25 15:35   
I wonder if misc/teleport (DSTELEPT (Doom/Strife) or Teleport (Heretic/Hexen)) or misc/spawn (DSITMBK (Doom/Strife) or Respawn (Heretic/Hexen)) would be an appropriate sound to use.
(0007279)
Balrog   
2013-09-26 18:48   
dark-slayer-201: Nah, then people would confuse it with someone teleporting behind you in a hectic DM situation. The connect sound (if there's a default, which there probably should be) needs to be easily distinguished from normal gameplay audio.
(0007305)
Dark-Assassin   
2013-09-29 18:23   
Hmm, yea, didn't think about that. How about misc/spawn then?
Though, someone may get confused about an item respawning, but I don't think it would be much of a problem.
(0007682)
Torr Samaho   
2013-12-08 13:49   
Since it seems to be consensus that the client should control the sound, I made a completely client side implementation. This plays "zandronum/connect" when a new player connects while cl_connectsound allows to turn this off or on. ConnectSound.wad needs to be loaded for this to work.

I'd like Zandronum to include a default sound for this. Does anybody have a suitable sound at hand that can be included in zandronum.pk3?
(0010309)
Revilution   
2014-09-30 17:49   
'http://www.mediafire.com/download/2nf18jmn8j09iom/ZandronumSounds.zip [^]'

I tried make it fit with the name of the Source port and easy recognization between other sounds and music.
(0010310)
ZzZombo   
2014-10-02 03:22   
What does it mean? You took the sounds from Source engine games? Presumably w/o permission?
(0010311)
Torr Samaho   
2014-10-02 05:51   
Quote from Revilution

I tried make it fit with the name of the Source port and easy recognization between other sounds and music.

Thanks!
Quote from ZzZombo

What does it mean? You took the sounds from Source engine games? Presumably w/o permission?

Since he sad Source port and not Source engine, I assume he is referring to the name of our source port, i.e. Zandronum.
(0010312)
Dusk   
2014-10-02 09:09   
Quote
What does it mean? You took the sounds from Source engine games? Presumably w/o permission?

Sheeeeeesh. Not only you misread him but you assume the worst right away. What the hell is with this attitude? Cut it out.
(0010313)
Frits   
2014-10-02 10:38   
Why not just use the sound that grandvoid is using atm? Or is it a no go because it's from doom3?
(0010314)
Revilution   
2014-10-03 00:16   
Didn't wanted to make confusion, surely when reading fast looks like i'm referring to Source Engine but as Torr understanded, i mean our Source Port, Zandronum.

I made these sounds specifically for this, so we will not have any problem about getting a sound from some other place.
(0010330)
cobalt   
2014-10-04 14:55   
Issue addressed by commit d6e079882b84: Added a connect sound that is played when a player connects to the server as spectator. It can be disabled with the new CVAR cl_connectsound (default true). Kudos to Revilution for creating a sound for this. This addresses 321.
Committed by Benjamin Berkels [Torr Samaho] on Saturday 04 October 2014 13:53:14

4 files modified, 11 lines added, no lines removed
Files added: wadsrc/static/sounds/cnnctsnd.ogg
Files changed: docs/zandronum-history.txt, src/cl_main.cpp, wadsrc/static/sndinfo.txt
(0010339)
Arco   
2014-10-05 20:02   
Works as intended in v1.3 r141005-1701.