View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002131 | The Dark Mod | Sound | public | 02.02.2010 21:50 | 20.09.2010 09:32 |
| Reporter | Serpentine | Assigned To | Springheel | ||
| Priority | normal | Severity | normal | Reproducibility | always |
| Status | closed | Resolution | fixed | ||
| Product Version | TDM 1.00 | ||||
| Summary | 0002131: Collision sounds - nosound and bow make bad sounds | ||||
| Description | I noticed adding sections to the training mission was that objects that had no sound, i.e the quill in "The Outpost", in the priesty guys room, or the quivers in the training mission(if you hit them with another object as they cant be directly frobbed). They seem to try to use nosound.wav or such, which is not a real file. This results in the Doom3 "boop" sound being played and it will alert all the guards in quiet a large area. I cant see reference to this being changed in the bugtracker and I dont want to add something thats been fixed. Another thing, related is the archers bow - When it hits the ground makes an extremely annoying hissing sound, I havent looked at the cause of this. But its extremely annoying and alerts a very wide range. Throw the bow around to listen to this... 'lovely' sound. I recorded a vid of this, except I didnt actually record a video because... I was having one of those days. I have attached it to this reports. Its 2mb, all you will see is black however you can hear what I am doing. During the first half I take a silver cup and hit it against a quiver of arrows, producing the 'boop' sound. I then run and start throwing a bow around, making a high pitched hissing sound. The issue has been reproduced on a fresh install on two seperate pc's. | ||||
| Tags | No tags attached. | ||||
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I can't reproduce the beeping from the quill. When I throw or drop it, I get no sound at all. An error says the nosound.wav isn't found, using default. The bow sound is just a bad choice of collision sound. I'll set it to something else. |
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I found the cause of it! By default in doom3 "s_playDefaultSound" is set to 1, which will produce this issue. Im sure TDM has this set to 0, but somehow it had been set to 1 - I am not sure how or anything, but perhaps it is best to make sure that this is disabled as it is both immersion breaking and also very bad for gameplay as it draws AI from a veeeery large area. With it disabled, as it should be. I still get the error in console but no sound is actually played :) |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 02.02.2010 21:50 | Serpentine | New Issue | |
| 02.02.2010 21:50 | Serpentine | File Added: tdmsound.avi | |
| 03.02.2010 08:56 | Springheel | Status | new => assigned |
| 03.02.2010 08:56 | Springheel | Assigned To | => Springheel |
| 03.02.2010 14:35 | Springheel | Note Added: 0002908 | |
| 03.02.2010 14:35 | Springheel | Note Edited: 0002908 | |
| 03.02.2010 15:16 | Serpentine | Note Added: 0002909 | |
| 07.02.2010 01:08 | Springheel | Status | assigned => resolved |
| 07.02.2010 01:08 | Springheel | Resolution | open => fixed |
| 20.09.2010 09:32 | greebo | Status | resolved => closed |
| 30.09.2010 16:32 | greebo | File Deleted: tdmsound.avi |