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Sinking state does not get affected by .talker_path_override (And also plays 2 sound for some reason)


Cunning fox
  • Fixed

SGWilson:8230

inst.SoundEmitter:PlaySound("dontstarve/characters/"..(inst.soundsname or inst.prefab).."/sinking")

Though it should be
 

inst.SoundEmitter:PlaySound((inst.talker_path_override or "dontstarve/characters/")..(inst.soundsname or inst.prefab).."/sinking")

Also for some reason there's this code

inst.SoundEmitter:PlaySound("dontstarve_DLC001/characters/"..(inst.soundsname or inst.prefab).."/sinking")

It should be removed


Steps to Reproduce

Sink a modded character




User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

P.S: Also it seems that there's wrong water splash sound path, bc I get this in my log whenever the player drowns

[00:06:49]: FMOD Error: Can't play event turturnoftides/common/together/water/splash/medium: The requested event, event group, event category or event property could not be found. 

 

Edited by Cunning fox

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