MantisBT - Zandronum
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0002971Zandronum[All Projects] Bugpublic2016-12-30 11:582017-01-03 14:53
Filystea 
 
normalminoralways
closedinvalid 
 
 
0002971: possibly bug with sound overriding
If I set some weapon sound to *merge* with the same type of sound. And I use in decorate direct functions when monster shoots A_PlaySound everything is ok. Monster shoots a lot but the sounds merge one with other.

BUT if I set AttackSound "sound"
The sound is overrided and it makes an unnice effect.

Not sure this is a bug. But imho the AttackSound ignores SNDINFO here.
Ill make example later. Maybe this is normal behavior ?
ZandroDev3.0-161030-2038linux-x86_64

Linux zandronum 4.8.0-2-amd64 #1 SMP Debian 4.8.11-1 (2016-12-02) x86_64 GNU/Linux
No tags attached.
? test.pk3 (225,160) 2016-12-31 14:11
/tracker/file_download.php?file_id=1996&type=bug
Issue History
2016-12-30 11:58FilysteaNew Issue
2016-12-30 12:20DuskNote Added: 0016573
2016-12-30 12:20DuskStatusnew => feedback
2016-12-30 12:23DuskNote Edited: 0016573bug_revision_view_page.php?bugnote_id=16573#r10001
2016-12-30 12:23DuskPriorityhigh => normal
2016-12-30 17:44StrikerMan780Note Added: 0016575
2016-12-30 17:45StrikerMan780Note Edited: 0016575bug_revision_view_page.php?bugnote_id=16575#r10003
2016-12-30 17:47StrikerMan780Note Edited: 0016575bug_revision_view_page.php?bugnote_id=16575#r10004
2016-12-30 17:47StrikerMan780Note Edited: 0016575bug_revision_view_page.php?bugnote_id=16575#r10005
2016-12-30 18:56Edward-sanNote Added: 0016576
2016-12-31 14:11FilysteaFile Added: test.pk3
2016-12-31 14:27FilysteaNote Added: 0016578
2016-12-31 14:27FilysteaStatusfeedback => new
2016-12-31 14:28FilysteaNote Added: 0016579
2016-12-31 14:29FilysteaNote Deleted: 0016579
2016-12-31 14:29FilysteaNote Edited: 0016578bug_revision_view_page.php?bugnote_id=16578#r10007
2017-01-01 09:18Edward-sanNote Added: 0016581
2017-01-03 14:05FilysteaNote Added: 0016593
2017-01-03 14:28Graf ZahlNote Added: 0016594
2017-01-03 14:53Edward-sanNote Added: 0016595
2017-01-03 14:53Edward-sanStatusnew => closed
2017-01-03 14:53Edward-sanResolutionopen => invalid

Notes
(0016573)
Dusk   
2016-12-30 12:20   
(edited on: 2016-12-30 12:23)
This report is a whole lot of nonsense. Please post a clear example of a bug or I'll just close this on the spot.

(0016575)
StrikerMan780   
2016-12-30 17:44   
(edited on: 2016-12-30 17:47)
Use A_PlaySound("Sound", CHAN_AUTO) if you want the sounds to overlap.

AttackSound is the equivalent to A_PlaySound("Sound", CHAN_BODY), and the sounds are supposed to cut the last one on the channel in this case so there is no bug here.

Set AttackSound to blank (""), and just put A_PlaySound entries with CHAN_AUTO for every sound you want to play together in your attack state.

(0016576)
Edward-san   
2016-12-30 18:56   
Before anything, does this happen in 2.1.2? What's the online behavior in both 2.1.2 and 3.0?
(0016578)
Filystea   
2016-12-31 14:27   
(edited on: 2016-12-31 14:29)
Ok seems everything changed.

I did little check up and uploaded example that breaks. This is not fault of AttackSound.

I have a monster that works fine no matter I use AttackSound or A_PlaySound (it obeys $limit xxx 0 from SNDINFO.

Here what ever I use the sound gets overrided.

I had problems like this earlier. But i blamed the format of sound file. I had mp3 sounds or ogg ( not sure now ) and changing them to wav helped to make it work.

But here in example I have wav format so I did not connect those two at start.

I checked this on system:
Linux zandronum 4.8.0-2-amd64 #1 SMP Debian 4.8.11-1 (2016-12-02) x86_64 GNU/Linux

It broken for all 4:

1)
multiplayer/singleplayer ( stable version taken with apt install zandronum ). 2.1

2)
multiplayer/singleplayer on ZandroDev3.0-161030-2038linux-x86_64

(0016581)
Edward-san   
2017-01-01 09:18   
I can reproduce this also with GZDoom. I think you should report in the github tracker.
(0016593)
Filystea   
2017-01-03 14:05   
It was passed on their bug track.

'https://github.com/coelckers/gzdoom/issues/180 [^]'
(0016594)
Graf Zahl   
2017-01-03 14:28   
This is a plain and simple user error, not a bug.

The solution of how this needs to be done has also been stated - see StrikerMan's post.
A_CustomBulletAttack plays all sounds on the same channel. It is completely irrelevant what limit you set, any channel can only play one sound at a time.
(0016595)
Edward-san   
2017-01-03 14:53   
So be it.