MantisBT - Zandronum
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0004525Zandronum[All Projects] Bugpublic2025-04-26 21:332025-05-05 09:39
unknownna 
 
normalfeaturealways
newopen 
3.1 
 
0004525: Don't play sounds from unrelated announcers if sound is missing from selected one
From investigating issue 0004517, it was discovered that when a sound is missing from a selected announcer, Zandronum will play any sound it can find first from all announcers loaded in the announcer folder.

IMO, this is not the ideal behavior, and makes it feel rather sloppy and bugged. In the same ticket, it was suggested that it could instead do this when the "default" announcer option is selected. That way, users who want to play with a random hodgepodge of announcer sounds can select "default", and it will then attempt to play any sound it can find first.

By changing it up like this, every announcer selected by the user will feel properly separated from the others and not confuse players making them think something is bugged when an unrelated sound and voice plays.
Speaking of which, why is there even a "default" announcer in the first place if it only selects any first sound it can find? Am I missing some special purpose here?
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Issue History
2025-04-26 21:33unknownnaNew Issue
2025-05-05 09:39unknownnaNote Added: 0024541

Notes
(0024541)
unknownna   
2025-05-05 09:39   
Thinking about this some more, if changed it would probably be better to add it as a toggable client option, e.g. "cl_trytoplaymissingannouncersounds".
That way, one could use some of the earlier Skulltag announcers that sound nice but are missing several more sounds, such as the Skulltag 97c3 announcer, and have it try to fill in the missing sounds from some other announcer when enabled.

If some option like that would ever be added, what would then be the point of having a "default" announcer? I seem to be missing some special purpose here.