MantisBT - Zandronum
View Issue Details
0003195Zandronum[All Projects] Bugpublic2017-07-22 20:102024-03-01 16:04
Fused 
 
highmajoralways
confirmedbackport later 
3.0-beta 
 
0003195: New sounds and music refuse to play
I noticed while developing that half of the sounds the old Zombie Horde uses refuse to work now, for some reason. I had a similar problem with changing to certain music on a map for it, while converting it. This also happends to others when they test it. Reconverting the sounds had no success.

For some reason out of all the sounds, two of them work. This is weird because one is part of a sequence of sounds which is basically the same.

I haven't included the music as I believe this is probably related. If you want me to add it, let me know.
Open the map. Puke 1 with argument 1 being 0-3. only 2 works properly, and only one out of the two sounds for 1 work. The rest never work.
No tags attached.
zip bug.zip (170,978) 2017-07-22 20:10
https://zandronum.com/tracker/file_download.php?file_id=2151&type=bug
zip bug2.zip (170,983) 2017-07-22 20:19
https://zandronum.com/tracker/file_download.php?file_id=2152&type=bug
Issue History
2017-07-22 20:10FusedNew Issue
2017-07-22 20:10FusedFile Added: bug.zip
2017-07-22 20:14FusedNote Added: 0018078
2017-07-22 20:14FusedNote Edited: 0018078bug_revision_view_page.php?bugnote_id=18078#r10799
2017-07-22 20:19FusedFile Added: bug2.zip
2017-07-22 20:20FusedNote Edited: 0018078bug_revision_view_page.php?bugnote_id=18078#r10800
2017-07-22 21:01jdagenetNote Added: 0018079
2017-07-22 21:07FusedNote Added: 0018080
2017-07-22 21:07FusedNote Edited: 0018080bug_revision_view_page.php?bugnote_id=18080#r10802
2017-07-22 21:11jdagenetNote Added: 0018081
2017-07-22 21:12jdagenetNote Edited: 0018081bug_revision_view_page.php?bugnote_id=18081#r10804
2017-07-22 21:15ibm5155Note Added: 0018082
2017-07-22 21:21jdagenetNote Added: 0018083
2017-07-22 21:23jdagenetNote Edited: 0018083bug_revision_view_page.php?bugnote_id=18083#r10806
2017-07-22 21:24FusedNote Added: 0018084
2017-07-22 21:26FusedNote Edited: 0018084bug_revision_view_page.php?bugnote_id=18084#r10808
2017-07-22 21:26ibm5155Note Added: 0018085
2017-07-22 21:28FusedNote Edited: 0018084bug_revision_view_page.php?bugnote_id=18084#r10809
2017-07-22 21:28FusedNote Edited: 0018084bug_revision_view_page.php?bugnote_id=18084#r10810
2017-07-22 21:33ibm5155Note Edited: 0018082bug_revision_view_page.php?bugnote_id=18082#r10812
2017-07-22 21:34ibm5155Note Edited: 0018082bug_revision_view_page.php?bugnote_id=18082#r10813
2017-07-22 21:34ibm5155Note Edited: 0018085bug_revision_view_page.php?bugnote_id=18085#r10815
2017-07-22 21:47jdagenetNote Added: 0018086
2017-07-22 21:48jdagenetNote Edited: 0018086bug_revision_view_page.php?bugnote_id=18086#r10817
2017-07-23 09:39FusedNote Added: 0018087
2017-07-23 09:39FusedNote Edited: 0018087bug_revision_view_page.php?bugnote_id=18087#r10819
2017-07-23 11:54FusedNote Edited: 0018087bug_revision_view_page.php?bugnote_id=18087#r10820
2017-12-06 23:34ibm5155Note Added: 0018936
2017-12-07 08:18Edward-sanNote Added: 0018937
2017-12-07 08:18Edward-sanStatusnew => feedback
2017-12-07 12:31ibm5155Note Added: 0018938
2017-12-07 14:46Edward-sanNote Added: 0018939
2017-12-08 14:37ibm5155Note Added: 0018940
2017-12-08 14:39ibm5155Note Edited: 0018940bug_revision_view_page.php?bugnote_id=18940#r11348
2017-12-08 20:28Edward-sanNote Added: 0018942
2017-12-09 20:03ibm5155Note Added: 0018943
2017-12-09 22:18Edward-sanNote Edited: 0018942bug_revision_view_page.php?bugnote_id=18942#r11350
2017-12-09 22:32Edward-sanNote Added: 0018944
2017-12-20 20:50FusedNote Added: 0018969
2017-12-20 20:50FusedStatusfeedback => new
2017-12-20 22:04FusedNote Edited: 0018969bug_revision_view_page.php?bugnote_id=18969#r11358
2024-03-01 16:04Ru5tK1ngStatusnew => confirmed
2024-03-01 16:04Ru5tK1ngResolutionopen => backport later

Notes
(0018078)
Fused   
2017-07-22 20:14   
(edited on: 2017-07-22 20:20)
This actually happends in 2.1.2 too, not just 3.0. I compiled using gdcc, but it happends with acc too. I'd say I am making a mistake somewhere, but I can't put my finger on what.

EDIT: I actually made a small mistake in the example. Reuploaded as bug2.zip.
basically the sounds on 1 don't work at all, and only one works at 2.

(0018079)
jdagenet   
2017-07-22 21:01   
The lumps that the sounds are in are longer than eight characters so the engine doesn't even detect them as being in the PK3. An easy fix would be to remove the ".OGG" in the actual lump name (which shouldn't even be there to begin with considering you don't need the physical extension in the lump name).
(0018080)
Fused   
2017-07-22 21:07   
Quote

The lumps that the sounds are in are longer than eight characters so the engine doesn't even detect them as being in the PK3. An easy fix would be to remove the ".OGG" in the actual lump name (which shouldn't even be there to begin with considering you don't need the physical extension in the lump name).


Actually, the engine does not take the extention into adress at all. And even if it did, why would zwake5 work? I just keep the extention for quality purpose.

Also, another thing I'd like to mention is that the latest GZdoom actually does not have this problem.

(0018081)
jdagenet   
2017-07-22 21:11   
(edited on: 2017-07-22 21:12)
See if it happens in GZDoom 1.8.6. I applied my theory and it fixed the issue in Zandronum 3.0. If the issue persists in 1.8.6 then that means from there to the current GZDoom they reworked how lumps are addressed, specifically how many characters you can have in a single lump.

(0018082)
ibm5155   
2017-07-22 21:15   
(edited on: 2017-07-22 21:34)
the problem isn't the name, if not it would never actually play the sound.
Also the problem isn't acs because playing the sound on console sometimes fail to produce sound.
And finally, this is only happening with your random sndinfo lumps the others are ok.
As a note I just tested with the latest build of gzdoom and both random and non random sounds just Works.

(0018083)
jdagenet   
2017-07-22 21:21   
(edited on: 2017-07-22 21:23)
The engine doesn't play the sounds that are longer than eight characters.
There is no "sometimes" when it comes to playing the sounds. When I tested this bug initially, the sounds never played through ACS nor the console until I applied the fix.

Also, Zandronum 3.0 is based off of GZDoom 1.8.6, which isn't the latest the build. Whatever is the latest build really shouldn't be used to compare what works and what doesn't.

(0018084)
Fused   
2017-07-22 21:24   
(edited on: 2017-07-22 21:28)
Quote

See if it happens in GZDoom 1.8.6. I applied my theory and it fixed the issue in Zandronum 3.0. If the issue persists in 1.8.6 then that means from there to the current GZDoom they reworked how lumps are addressed, specifically how many characters you can have in a single lump.


Quote

The engine doesn't play the sounds that are longer than eight characters.
There is no "sometimes" when it comes to playing the sounds. When I tested this bug initially, the sounds never played through ACS nor the console until I applied the fix.


Still looks like a bug to me. It's great you found a workaround, but extentions shouln't count towards the limit as far as I'm aware. And this doesn't explain why zwake5 does work, and the rest does not.

EDIT: Not to mention, the old Zombie Horde mod is full with extentions that exceed the limit, and it was never a problem. Why is it a problem now?'http://prntscr.com/fz0xru [^]'

EDIT 2: Also, it's not just with ogg vorbis files. It also happened with direct copies of the files as seen in the picture.

(0018085)
ibm5155   
2017-07-22 21:26   
(edited on: 2017-07-22 21:34)
Helloooo, this is not vanilla doom and .pk3 files broke many limits long time ago...
Plus removing the ".Ogg" doesn't fix because the engine isn't alrady knows what to do with that...

And with what I mean, It SHOULD work, even I use that kind of syntax under my mods for gzdoom (and zandronum).

Now if you have a magic workaround I think it would be nice to show us how to fix it :)

EDIT:
And finally I decided to make a wad version of that file for fox sake:

zombie/death zdie playsound works
zombie/pain zhit playsound works
zombie/regularwake2 zhit playsound works
$random zombie/regularwake { zombie/wake1 zombie/wake2 zombie/wake3} doesnt work .
$randomzombie/init { zombie/wake5 zombie/wake6 } doesnt work
$random zinit { zombie/wake5 zombie/wake6 } doesnt work

And here is a test case proving that the problem isnt the .Ogg name, the .pk3 file struct neither the token length.

(0018086)
jdagenet   
2017-07-22 21:47   
(edited on: 2017-07-22 21:48)
I never said it was an issue with ".OGG" in the sense of the file format but the physical words adding up to a lump longer than eight characters.

Whether it's a bug or not I have no idea, but in Fused's case: to get the sounds in question to work just shorten them until they're less than or equal to eight characters.

To be fair, I've experienced the same type of issues years ago on ZDoom and I would always have to stumble upon strange fixes and workarounds such as the eight-character-limit and even specifying the exact directory for which the sound was located to get the engine to identify the sound.

(0018087)
Fused   
2017-07-23 09:39   
(edited on: 2017-07-23 11:54)
Quote

I never said it was an issue with ".OGG" in the sense of the file format but the physical words adding up to a lump longer than eight characters.

Whether it's a bug or not I have no idea, but in Fused's case: to get the sounds in question to work just shorten them until they're less than or equal to eight characters.

To be fair, I've experienced the same type of issues years ago on ZDoom and I would always have to stumble upon strange fixes and workarounds such as the eight-character-limit and even specifying the exact directory for which the sound was located to get the engine to identify the sound.


I'm just pointing out that despite the format being different in that picture, it didn't work with those either. Anyway, I tried your soluton and it still won't work. Are you sure it worked for you? Are you actually able to reproduce the bug yourself?

EDIT: The issue has fixed itself after I reconverted all sounds using a different encoder. The issue is fixed for these sounds, but I'm still curious what the problem is here.

(0018936)
ibm5155   
2017-12-06 23:34   
Happened for me right now.
The fault was..... GZDOOM builder :O
for some reason, zandronum refuses to play the musics that Gzdoom Builder had loaded for testing the map, BUT if you load those recourses as read only at gzdoom builder OR if you load those pwads directly without gzdoom builder, the music plays just fine.

NOTE: I had tested the mod with Qzdoom and the music files actually played just fine.
I'll pm ZZYZX to see what he thinks about this problem
(0018937)
Edward-san   
2017-12-07 08:18   
There's still no info about happening in GZDoom 1.8.6 or not. It is important to understand if there's a GZDoom commit which should be backported.
(0018938)
ibm5155   
2017-12-07 12:31   
Also happens with GZDoom 1.8.6
I didn't tested all the versions but at least with the last builds from Qzdoom it doesn't happen there.

It may not be the problem, but if I had to guess, I'd blame fmod for trying to open the music file in a read/write permition while the latest qzdoom only opens those files with read only permition (Why that? because gzdoom builder blocks slade3 from saving a file that's opened by gzdoom builder without the read only resources mode.
(0018939)
Edward-san   
2017-12-07 14:46   
Can you try also with GZDoom 2.4? It contains some changes to the sound system (and also make sure 'fmod' is set in the sound options).
(0018940)
ibm5155   
2017-12-08 14:37   
(edited on: 2017-12-08 14:39)
GZDoom 2.4 worked just fine.
I've tested both fmod and openal and they work just fine, while zandro doesn't play the sound
EDIT: as a note, changemus doesn't work in zandronum but if you call playsound it can play the sounds that changemus weren't playing.

(0018942)
Edward-san   
2017-12-08 20:28   
(edited on: 2017-12-09 22:18)
Well, at least it's not FMod's fault.

Please check which GZDoom version between 1.8.6 and 2.4 started fixing the problem. All the binaries are here (all the files named gzdoom-bin-*version*.zip).

(0018943)
ibm5155   
2017-12-09 20:03   
It was fixed on GZDoom 2.1.0 and GZDoom 1.9.0
 (idk if those are the same but with an older render for the 1.9)

'https://github.com/coelckers/gzdoom/releases/tag/g1.9.0 [^]'
'https://github.com/coelckers/gzdoom/releases/tag/g2.1.0 [^]'
(0018944)
Edward-san   
2017-12-09 22:32   
Sorry, I provided the wrong link, fixed it. Can you recheck these?

Anyway, if the above comment is confirmed, this is going to be hard to check because there are many changes between 2.0.x and 2.1 (including the OpenAL merge).
(0018969)
Fused   
2017-12-20 20:50   
(edited on: 2017-12-20 22:04)
I am unable to fix this issue with some music I have on a map. Changing format, bitrate, name or anything doesn't seem to fix it either. It's inside a wad in this case. Music inside another pk3 used aswell does work. In both cases these are ogg files, same bitrate and everything.

EDIT: It does only appear to happen under certain conditions. After testing with Tribeam, it appeared it did work for him. It worked for me after I put the music in a pk3, so the problem lies when in a wad, but not for everyone.