Game Development Community

bug + fix: 1.1final : issue in material editor setting for sounds - LOGGED (THREED-2083)

by TheGasMan · in Torque 3D Professional · 06/27/2011 (8:02 pm) · 3 replies

Issue: the material editor was pushing the footstep sound into the impact sound selection box. fix below.


materialEditor.ed.cs , around line 794

MaterialEditorGui.updateSoundPopup("Footstep", (%material).footstepSoundId, (%material).customFootstepSound);
MaterialEditorGui.updateSoundPopup("Impact", (%material).footstepSoundId, (%material).customFootstepSound);

to

MaterialEditorGui.updateSoundPopup("Footstep", (%material).footstepSoundId, (%material).customFootstepSound);
MaterialEditorGui.updateSoundPopup("Impact", (%material).impactSoundId, (%material).customImpactSound);

#1
06/28/2011 (9:54 am)
@E.B.: What are the steps to reproduce this issue?
#2
06/28/2011 (1:08 pm)
go into the material editor, set different sounds for a material's Footstep and Impact settings. What you will find is that the selected sounds are properly written to the materialblock but..
once the material is saved and reloaded into the mat editor, the footstep sound is the grab for the Impact sound Gui element.

bolded-out here for a better explanation:
MaterialEditorGui.updateSoundPopup("Impact", (%material).footstepSoundId, (%material).customFootstepSound);


//edit: I suppose following the bug report format would have been better but I figured this was so cut-n-dry. my bad.
#3
06/29/2011 (9:19 am)
Thanks E.B. Logged as THREED-2083.