MantisBT - Zandronum
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0001309Zandronum[All Projects] Bugpublic2013-03-28 03:162017-05-20 03:32
StrikerMan780 
 
normalmajoralways
closedno change required 
PCWindows 7Ultimate x64
 
 
0001309: Randomized Sounds are mostly Broken Online
Say, you had a $random sound def called tourettes/taunt, and there are 20+ sounds in that list.

Offline, the random sounds work perfectly fine, in that the game will pick all sounds out of the list, so chances are you'll hear something different each time. Online, that isn't the case... Out of the 20 sounds, it'll pick two or three of them, and keep playing those same sounds over and over and over, never deviating from those choices.

This becomes extremely annoying in a lot of cases, especially if you have a monster or character with a random active sound, and for some reason it just keeps repeating the same line of dialogue repeatedly every few seconds, instead of choosing something unique.
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Issue History
2013-03-28 03:16StrikerMan780New Issue
2013-03-29 10:56ZzZomboNote Added: 0006184
2013-03-29 11:01StrikerMan780Note Added: 0006186
2013-03-29 16:09WatermelonNote Added: 0006188
2013-03-29 16:24StrikerMan780Note Added: 0006189
2013-03-29 16:25StrikerMan780Note Edited: 0006189bug_revision_view_page.php?bugnote_id=6189#r3410
2013-03-29 17:32IvanNote Added: 0006190
2013-03-29 17:52StrikerMan780Note Added: 0006191
2013-03-29 17:53StrikerMan780Note Edited: 0006191bug_revision_view_page.php?bugnote_id=6191#r3412
2013-03-29 23:12BalrogNote Added: 0006192
2013-03-30 02:18StrikerMan780Note Added: 0006194
2013-03-30 02:18StrikerMan780Note Edited: 0006194bug_revision_view_page.php?bugnote_id=6194#r3416
2013-06-08 05:37WatermelonNote Added: 0006383
2013-06-08 08:59DuskNote Added: 0006388
2013-06-08 09:02DuskNote Edited: 0006388bug_revision_view_page.php?bugnote_id=6388#r3502
2013-06-08 09:05DuskNote Edited: 0006388bug_revision_view_page.php?bugnote_id=6388#r3503
2013-06-08 09:06DuskNote Edited: 0006388bug_revision_view_page.php?bugnote_id=6388#r3504
2014-06-13 18:05WatermelonNote Added: 0009247
2014-06-13 18:05WatermelonStatusnew => feedback
2017-05-20 03:32Ru5tK1ngNote Added: 0017717
2017-05-20 03:32Ru5tK1ngStatusfeedback => closed
2017-05-20 03:32Ru5tK1ngResolutionopen => no change required

Notes
(0006184)
ZzZombo   
2013-03-29 10:56   
Example .WAD?
(0006186)
StrikerMan780   
2013-03-29 11:01   
I'll put one up later I guess... though it isn't really hard to make one of your own. Just throw any set of random sounds into a wad or PK3, and set them up in SNDINFO, and make a zombieman have that random sound set as their active sound.
(0006188)
Watermelon   
2013-03-29 16:09   
Another thing I found (while slightly different than this thread) is that when a random sound is called, it is desynced between other players. I wonder if there's a way to sync them up by having the server send the random index to the player?



For this ticket:
Does the same happen on ZDoom if you try and do the same thing?
Does it happen in Zandronum offline mode?
(0006189)
StrikerMan780   
2013-03-29 16:24   
(edited on: 2013-03-29 16:25)
Doesn't happen in Zandronum offline mode, and does not happen in ZDoom.

Also, based on your last suggestion... How about using a seed, so they're properly synched without using much extra bandwidth?

(0006190)
Ivan   
2013-03-29 17:32   
I can say this happens a lot with my Arnold skin too. Often times people hear different taunts, while I hear the same 3-4 sounds way more often.
(0006191)
StrikerMan780   
2013-03-29 17:52   
(edited on: 2013-03-29 17:53)
In the case of when I was playing SMMP, the same thing happened every time I joined the server, even between different sessions. The Tourettes guy monster I had created kept choosing "Kiss My Ass!" and "That's just tit dirt!" over and over, never going outside of that set, out of about 20 or so sounds. Offline, things are fine.

(0006192)
Balrog   
2013-03-29 23:12   
This probably has something to do with the fact that the RNG isn't sunk between players in a netgame.
(0006194)
StrikerMan780   
2013-03-30 02:18   
There's something more to it than that. If that were the case at the very least the sounds would still be randomized properly. (Just not matching what the other clients hear.)

(0006383)
Watermelon   
2013-06-08 05:37   
The main way I see of matching up sounds is to transmit the random number as well to the clients.

How large could this number get for each taunt? Worth sending just an unsigned byte, or an unsigned short?
(0006388)
Dusk   
2013-06-08 08:59   
(edited on: 2013-06-08 09:06)
A byte should definitely be enough as it caters up to 256 different taunts. Increase it to a short if someone makes a mod with more taunts than that, though using a short should be avoided if at all possible since this would go into any sound command there is..

I'll also throw another problem: SNDINFO is not protected, therefore it's possible that different clients wouldn't have the same amount of randomized sounds per logical sound. This could happen with for instance the stock Doom 2 sounds and skins wads (I have a wad in skins that does exactly this :P)

I think that if it's possible to sync the randomized sounds seed to resolve this issue, we should take that route.

(0009247)
Watermelon   
2014-06-13 18:05   
Same in 2.0?
(0017717)
Ru5tK1ng   
2017-05-20 03:32   
Closed: no feedback for 4 years.