MantisBT - Zandronum
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0003181Zandronum[All Projects] Suggestionpublic2017-07-06 21:212017-07-23 18:52
Korshun 
 
normalminoralways
newopen 
MicrosoftWindowsXP/Vista/7
2.1 
3.1 
0003181: Sync looping sounds to newly connected clients
If a looping sound is played on an actor and then a client connects, the client won't hear the looping sound that the actor is currently playing until the next call to A_PlaySound.

This can be a source of confusion and hidden sound bugs, and become inconvenient in cases when A_PlaySound can't be easily repeatedly called.
No tags attached.
? ShortRedTorchWithSound.wad (152,885) 2017-07-17 13:48
https://zandronum.com/tracker/file_download.php?file_id=2147&type=bug
Issue History
2017-07-06 21:21KorshunNew Issue
2017-07-16 13:29KorshunNote Added: 0018047
2017-07-16 19:32Edward-sanNote Added: 0018050
2017-07-16 19:32Edward-sanStatusnew => feedback
2017-07-17 13:48KorshunFile Added: ShortRedTorchWithSound.wad
2017-07-17 13:49KorshunNote Added: 0018054
2017-07-17 13:49KorshunStatusfeedback => new
2017-07-17 13:55KorshunNote Edited: 0018054bug_revision_view_page.php?bugnote_id=18054#r10783
2017-07-17 18:50Edward-sanProduct Version3.0-beta => 2.1
2017-07-23 18:52DuskTarget Version => 3.1

Notes
(0018047)
Korshun   
2017-07-16 13:29   
I found out that repeatedly calling A_PlaySound on an actor causes redundant net traffic. Implementing looping sound sync would eliminate it.
(0018050)
Edward-san   
2017-07-16 19:32   
Does it happen in 2.1?
(0018054)
Korshun   
2017-07-17 13:49   
(edited on: 2017-07-17 13:55)
Yes. It is the same in 2.1.2. You can test it using the example wad (summon ShortRedTorch).

In 3.0, cl_showcommands shows a lot of sound playing commands. In 2.1.2, cl_showcommands doesn't work, but spawning a lot of torches results in an increase in net traffic.

Also, 2.1.2 doesn't sync looping sounds either.