MantisBT - Zandronum
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0002016Zandronum[All Projects] Bugpublic2014-12-01 16:122015-02-01 18:09
Edward-san 
 
normalminoralways
newopen 
 
 
0002016: SNDINFO ambient sound status is not reset when the map resets
Try the example wad I attached (ambient_sound_reset.wad).

Area 'I' has an ambient sound which is dormant on start, area 'II' has an ambient sound which is active on start.

If you disable/enable the ambient sounds, the change won't be reset after a map reset.
server: zandronum -iwad DOOM2.WAD -file ambient_sounds_reset.wad -host -warp 01 -skill 4 -nobroadcast +survival 1

client: zandronum -iwad DOOM2.WAD -file ambient_sounds_reset.wad -connect localhost

- press left button of 'I' area to activate 'imp/sight1' ambient sound (right button redisactivates it)
or
- press left button of 'II' area to disable 'imp/sight2' ambient sound (right button reactivates it)

- press the ResetMap button in front of the start.
No tags attached.
? MAP01_StartupSoundTestV2.wad (5,428) 2014-12-06 03:33
/tracker/file_download.php?file_id=1340&type=bug
? ambient_sounds_reset.wad (10,683) 2014-12-18 15:43
/tracker/file_download.php?file_id=1347&type=bug
Issue History
2014-12-01 16:12Edward-sanNew Issue
2014-12-01 18:31Edward-sanDescription Updatedbug_revision_view_page.php?rev_id=6085#r6085
2014-12-01 18:31Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6087#r6087
2014-12-04 22:26Edward-sanFile Added: MAP01_StartupSoundtest.wad
2014-12-04 22:36Edward-sanSummarySome looping sounds are not silenced after a survival map restart => SNDINFO looping sound is not silenced after a survival map restart
2014-12-04 22:36Edward-sanDescription Updatedbug_revision_view_page.php?rev_id=6097#r6097
2014-12-04 22:36Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6098#r6098
2014-12-04 22:42Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6099#r6099
2014-12-04 22:43Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6100#r6100
2014-12-06 03:32Edward-sanFile Deleted: MAP01_StartupSoundtest.wad
2014-12-06 03:33Edward-sanFile Added: MAP01_StartupSoundTestV2.wad
2014-12-06 03:36Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6105#r6105
2014-12-06 03:41Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6106#r6106
2014-12-18 15:42Edward-sanDescription Updatedbug_revision_view_page.php?rev_id=6146#r6146
2014-12-18 15:42Edward-sanSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6147#r6147
2014-12-18 15:43Edward-sanFile Added: ambient_sounds_reset.wad
2014-12-18 15:46Edward-sanSummarySNDINFO looping sound is not silenced after a survival map restart => SNDINFO ambient sound status is not reset when the map resets
2014-12-18 15:46Edward-sanDescription Updatedbug_revision_view_page.php?rev_id=6148#r6148
2015-02-01 18:07Edward-sanNote Added: 0011581
2015-02-01 18:09Edward-sanNote Edited: 0011581bug_revision_view_page.php?bugnote_id=11581#r6557

Notes
(0011581)
Edward-san   
2015-02-01 18:07   
(edited on: 2015-02-01 18:09)
Some considerations:

1) GAME_DormantStatusMatchesOriginal doesn't return the right result for the ambient sounds in the example wad, when the ambient sounds are changed.

2) Adding a check for AMusicChanger in the '( pActor->flags3 & MF3_ISMONSTER ) && (( pActor->health > 0 ) || ( pActor->flags & MF_ICECORPSE ))' doesn't fix the issue, because 'pNewActor = Spawn( RUNTIME_TYPE( pActor ), X, Y, Z, NO_REPLACE );', called later, returns NULL.