MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002971 | Zandronum | [All Projects] Bug | public | 2016-12-30 11:58 | 2017-01-03 14:53 |
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Reporter | Filystea | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | invalid | |
Platform | | OS | | OS Version | |
Product Version | | |
Target Version | | Fixed in Version | | |
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Summary | 0002971: possibly bug with sound overriding |
Description | 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. |
Steps To Reproduce | Ill make example later. Maybe this is normal behavior ? |
Additional Information | 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 |
Tags | No tags attached. |
Relationships | |
Attached Files | test.pk3 (225,160) 2016-12-31 14:11 /tracker/file_download.php?file_id=1996&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2016-12-30 11:58 | Filystea | New Issue | |
2016-12-30 12:20 | Dusk | Note Added: 0016573 | |
2016-12-30 12:20 | Dusk | Status | new => feedback |
2016-12-30 12:23 | Dusk | Note Edited: 0016573 | bug_revision_view_page.php?bugnote_id=16573#r10001 |
2016-12-30 12:23 | Dusk | Priority | high => normal |
2016-12-30 17:44 | StrikerMan780 | Note Added: 0016575 | |
2016-12-30 17:45 | StrikerMan780 | Note Edited: 0016575 | bug_revision_view_page.php?bugnote_id=16575#r10003 |
2016-12-30 17:47 | StrikerMan780 | Note Edited: 0016575 | bug_revision_view_page.php?bugnote_id=16575#r10004 |
2016-12-30 17:47 | StrikerMan780 | Note Edited: 0016575 | bug_revision_view_page.php?bugnote_id=16575#r10005 |
2016-12-30 18:56 | Edward-san | Note Added: 0016576 | |
2016-12-31 14:11 | Filystea | File Added: test.pk3 | |
2016-12-31 14:27 | Filystea | Note Added: 0016578 | |
2016-12-31 14:27 | Filystea | Status | feedback => new |
2016-12-31 14:28 | Filystea | Note Added: 0016579 | |
2016-12-31 14:29 | Filystea | Note Deleted: 0016579 | |
2016-12-31 14:29 | Filystea | Note Edited: 0016578 | bug_revision_view_page.php?bugnote_id=16578#r10007 |
2017-01-01 09:18 | Edward-san | Note Added: 0016581 | |
2017-01-03 14:05 | Filystea | Note Added: 0016593 | |
2017-01-03 14:28 | Graf Zahl | Note Added: 0016594 | |
2017-01-03 14:53 | Edward-san | Note Added: 0016595 | |
2017-01-03 14:53 | Edward-san | Status | new => closed |
2017-01-03 14:53 | Edward-san | Resolution | open => invalid |
Notes |
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(0016573)
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Dusk
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2016-12-30 12:20
(edited on: 2016-12-30 12:23) |
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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.
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(0016575)
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StrikerMan780
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2016-12-30 17:44
(edited on: 2016-12-30 17:47) |
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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.
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Before anything, does this happen in 2.1.2? What's the online behavior in both 2.1.2 and 3.0? |
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(0016578)
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Filystea
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2016-12-31 14:27
(edited on: 2016-12-31 14:29) |
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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
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I can reproduce this also with GZDoom. I think you should report in the github tracker. |
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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. |
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