View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002512 | The Dark Mod | Sound | public | 01.01.2011 19:28 | 27.10.2011 05:15 |
Reporter | demagogue | Assigned To | demagogue | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Product Version | TDM 1.03 | ||||
Target Version | TDM 1.04 | Fixed in Version | TDM 1.04 | ||
Summary | 0002512: Previous location's ambient plays at full volume on reload on top of currrent ambient (until next transition) | ||||
Description | The reason this happens is the save-system apparently doesn't save the volume of individual channels playing on speakers for reload (which can be changed in game-time), only the default volume the speaker plays sounds. This has the effect of making faded-out previous ambients play at full volume until the next transition. So the solution is to turn off (stopSound) the fade-out channel completely. The catch is it should only do so after the channel has been completely faded out, which will take some careful thinking about the logic (so it doesn't just cut it off mid-fade). I have a fix for it now, but I want to test it to make sure it works as expected. | ||||
Steps To Reproduce | Go into a second location so you go through at least one transition. Save. Reload. The current & previous ambient will play at full volume at the same time (overlapping) until you reach a new transition. | ||||
Tags | No tags attached. | ||||
Do you weant to fix this in the script, so the fix is specific to the location setting ambient sounds? Or do you want to fix (or does it have to be fixed?) this general in the code, so it applies to all channels? |
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In the script. Actually, I already fixed it yesterday by just turning off channel-1 completely after it fades out. Testing now; will upload to SVN later today if no problems. (It has the good side-effect of saving processing power too.) I made the tracker entry to have it documented. Anyway, Since our system is a kind of hack (it uses startSound and fadeSound rather than s_shader and s_volume) the save/load behavior (privileging the latter) isn't really a "bug" and it's probably a bad idea to change it generally, since for most speakers you want them to use s_volume on a reload. But it's academic now since I have the fix in the script. |
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Ok the fix has been tested and it works. SVN is down right now; I'll commit it when it's back on. |
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Fix is in SVN update #11421. | |
Date Modified | Username | Field | Change |
---|---|---|---|
01.01.2011 19:28 | demagogue | New Issue | |
01.01.2011 19:28 | demagogue | Status | new => assigned |
01.01.2011 19:28 | demagogue | Assigned To | => demagogue |
02.01.2011 10:00 | tels | Note Added: 0003417 | |
02.01.2011 14:47 | demagogue | Note Added: 0003420 | |
03.01.2011 21:39 | demagogue | Resolution | open => fixed |
03.01.2011 21:39 | demagogue | Fixed in Version | => TDM 1.04 |
03.01.2011 21:39 | demagogue | Status | assigned => resolved |
03.01.2011 21:41 | demagogue | Note Added: 0003421 | |
10.01.2011 17:54 | demagogue | Note Added: 0003431 | |
27.10.2011 05:15 | greebo | Status | resolved => closed |