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IDProjectCategoryView StatusDate SubmittedLast Update
0003195Zandronum[All Projects] Bugpublic2017-07-22 20:102017-07-23 11:54
ReporterFused 
Assigned To 
PriorityhighSeveritymajorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0003195: New sounds and music refuse to play
DescriptionI 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.
Steps To ReproduceOpen 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.
Attached Fileszip file icon bug.zip [^] (170,978 bytes) 2017-07-22 20:10
zip file icon bug2.zip [^] (170,983 bytes) 2017-07-22 20:19

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-  Notes
User avatar (0018078)
Fused (reporter)
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.

User avatar (0018079)
jdagenet (reporter)
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).
User avatar (0018080)
Fused (reporter)
2017-07-22 21:07
edited on: 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.

User avatar (0018081)
jdagenet (reporter)
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.

User avatar (0018082)
ibm5155 (reporter)
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.

User avatar (0018083)
jdagenet (reporter)
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.

User avatar (0018084)
Fused (reporter)
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.

User avatar (0018085)
ibm5155 (reporter)
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.

User avatar (0018086)
jdagenet (reporter)
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.

User avatar (0018087)
Fused (reporter)
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.


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- Issue History
Date Modified Username Field Change
2017-07-22 20:10 Fused New Issue
2017-07-22 20:10 Fused File Added: bug.zip
2017-07-22 20:14 Fused Note Added: 0018078
2017-07-22 20:14 Fused Note Edited: 0018078 View Revisions
2017-07-22 20:19 Fused File Added: bug2.zip
2017-07-22 20:20 Fused Note Edited: 0018078 View Revisions
2017-07-22 21:01 jdagenet Note Added: 0018079
2017-07-22 21:07 Fused Note Added: 0018080
2017-07-22 21:07 Fused Note Edited: 0018080 View Revisions
2017-07-22 21:11 jdagenet Note Added: 0018081
2017-07-22 21:12 jdagenet Note Edited: 0018081 View Revisions
2017-07-22 21:15 ibm5155 Note Added: 0018082
2017-07-22 21:21 jdagenet Note Added: 0018083
2017-07-22 21:23 jdagenet Note Edited: 0018083 View Revisions
2017-07-22 21:24 Fused Note Added: 0018084
2017-07-22 21:26 Fused Note Edited: 0018084 View Revisions
2017-07-22 21:26 ibm5155 Note Added: 0018085
2017-07-22 21:28 Fused Note Edited: 0018084 View Revisions
2017-07-22 21:28 Fused Note Edited: 0018084 View Revisions
2017-07-22 21:33 ibm5155 Note Edited: 0018082 View Revisions
2017-07-22 21:34 ibm5155 Note Edited: 0018082 View Revisions
2017-07-22 21:34 ibm5155 Note Edited: 0018085 View Revisions
2017-07-22 21:47 jdagenet Note Added: 0018086
2017-07-22 21:48 jdagenet Note Edited: 0018086 View Revisions
2017-07-23 09:39 Fused Note Added: 0018087
2017-07-23 09:39 Fused Note Edited: 0018087 View Revisions
2017-07-23 11:54 Fused Note Edited: 0018087 View Revisions






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