MantisBT - Zandronum
View Issue Details
0002276Zandronum[All Projects] Bugpublic2015-05-30 17:472018-09-30 21:37
wildweasel 
Edward-san 
normalminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
2.0 
2.12.1 
0002276: Shotgun noise won't play in my mod
In Zandronum 3.0-150517-2229-82d094f-windows, one of the weapon sounds in ww-oldie.wad fails to play.
Download the test version of the mod:'https://dl.dropboxusercontent.com/u/76650/crap/Careful%21/ww-oldie-test.7z [^]'
Load both ww-oldie.wad AND ww-oldie.bex.
Start a new game (singleplayer is fine), give all weapons, and fire either the Boompipe on slot 1 (chainsaw replacement) or the autocannon on slot 6 (replaces plasma rifle). Sound is missing.
Sound plays fine (last I checked) in ZDoom and PRBoomPlus; SLADE plays the sound (DSSHOTGN) just fine, sound is in Doom Wave Format.
No tags attached.
Issue History
2015-05-30 17:47wildweaselNew Issue
2015-05-30 18:51StrikerMan780Note Added: 0012467
2015-06-01 20:30Torr SamahoNote Added: 0012490
2015-06-01 22:35DuskStatusnew => feedback
2015-06-01 23:56wildweaselNote Added: 0012495
2015-06-01 23:56wildweaselStatusfeedback => new
2015-06-02 06:34Torr SamahoNote Added: 0012497
2015-06-02 16:59wildweaselNote Added: 0012498
2015-06-02 19:06Torr SamahoNote Added: 0012500
2015-06-02 19:12wildweaselNote Added: 0012501
2015-06-02 23:06Edward-sanNote Added: 0012503
2015-06-03 03:47wildweaselNote Added: 0012504
2015-06-03 07:45Edward-sanNote Added: 0012505
2015-06-03 07:45Edward-sanProduct Version3.0-beta => 2.1-beta
2015-06-03 07:54Edward-sanNote Edited: 0012505bug_revision_view_page.php?bugnote_id=12505#r7245
2015-06-03 08:27Edward-sanNote Added: 0012506
2015-06-03 08:27Edward-sanProduct Version2.1-beta => 2.0
2015-06-03 08:48Edward-sanNote Added: 0012507
2015-06-03 08:48Edward-sanAssigned To => Edward-san
2015-06-03 08:48Edward-sanStatusnew => assigned
2015-06-03 09:19Edward-sanNote Added: 0012508
2015-06-03 09:19Edward-sanStatusassigned => needs review
2015-06-03 09:41Edward-sanNote Edited: 0012508bug_revision_view_page.php?bugnote_id=12508#r7247
2015-06-14 07:37Torr SamahoNote Added: 0012693
2015-06-14 07:37Torr SamahoStatusneeds review => needs testing
2015-06-14 07:53cobaltTarget Version => 2.1
2015-06-14 07:53cobaltSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=7411#r7411
2015-06-14 07:54cobaltNote Added: 0012694
2015-06-24 22:45DuskStatusneeds testing => resolved
2015-06-24 22:45DuskFixed in Version => 2.2
2015-06-24 22:45DuskResolutionopen => fixed
2015-06-24 22:47DuskFixed in Version2.2 => 2.1
2018-09-30 21:37Blzut3Statusresolved => closed

Notes
(0012467)
StrikerMan780   
2015-05-30 18:51   
I can confirm this.
(0012490)
Torr Samaho   
2015-06-01 20:30   
Does it work in GZDoom 1.8?
(0012495)
wildweasel   
2015-06-01 23:56   
The sound seems to work fine in GZDoom 1.8.07 (the only "1.8" release I was able to find a working link for).
(0012497)
Torr Samaho   
2015-06-02 06:34   
Please check GZDoom 1.8.0. That's the version Zandronum 3.0 is currently based on.
(0012498)
wildweasel   
2015-06-02 16:59   
GZDoom 1.8.0 from your link also does not exhibit any problems with the sound.
(0012500)
Torr Samaho   
2015-06-02 19:06   
Thanks for checking! If it works in GZDoom 1.8.0, this is a Zandronum bug.

Can you condense your mod to a minimal example wad?
(0012501)
wildweasel   
2015-06-02 19:12   
Unfortunately, I cannot - the fault does not seem to be with the sound so much as the mod as a whole. If I part out the DSSHOTGN from ww-oldie into its own mod, the sound plays fine. If I load ww-oldie.wad WITHOUT ww-oldie.bex, the sound plays fine.

If I had to guess, there is something strange in the DeHackEd logic.
(0012503)
Edward-san   
2015-06-02 23:06   
Just a curiosity: does this happen with'https://www.dropbox.com/s/cmxtz978kvlxg4m/zandronum-2.1-150531-2012-32e3bb8-windows.zip?dl=0 [^]' ? If you can't reproduce, then nevermind me.
(0012504)
wildweasel   
2015-06-03 03:47   
@Edward-san, actually yes! Same circumstances as with 3.0; without the .BEX loaded, it's fine, but the .BEX causes the shotgun sound to disappear. Wonder if there's something strange with the FireShotgun pointer in BEX?
(0012505)
Edward-san   
2015-06-03 07:45   
(edited on: 2015-06-03 07:54)
Nice! This means that some recent 2.1 changesets broke the deh loading. Updated the ticket to reflect this.

[edit]Do you mind if you could provide the full command line to load both the wad and the bex?

(0012506)
Edward-san   
2015-06-03 08:27   
If the command line is:
zandronum -iwad doom2.wad -file ww-oldie.wad -deh ww-oldie.bex

then I and WaTaKiD can reproduce this also in zandronum 1.0 and works fine with zdoom 2.3.1 and 2.5.0. Back to square again, it seems :(
(0012507)
Edward-san   
2015-06-03 08:48   
I know what's going on: when A_FireShotgun is called, in zdoom the sound call is:


S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);


but in zandronum, the code was refactored in A_CustomFireBullets, which has this sound call:


S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);


but this is mute because weapon->AttackSound has sound ID 0. I have an idea on the fix.
(0012508)
Edward-san   
2015-06-03 09:19   
(edited on: 2015-06-03 09:41)
'https://bitbucket.org/crimsondusk/zandronum-sandbox-stable/commits/5403904d872baa991bc79310eab317651c62b799 [^]'

(0012693)
Torr Samaho   
2015-06-14 07:37   
I added your patch.
(0012694)
cobalt   
2015-06-14 07:54   
Issue addressed by commit 96d9b564a1d7: - Fixed: Some dehacked weapon attack sounds could not work (fixes 2276).
Committed by edward_san [edward-san] on Wednesday 03 June 2015 11:40:12

Changes in files:

 docs/zandronum-history.txt | 1 +
 src/g_doom/a_doomweaps.cpp | 9 +++++----
 src/thingdef/thingdef_codeptr.cpp | 18 ++++++++++++------
 3 files changed, 18 insertions(+), 10 deletions(-)