View Issue Details

IDProjectCategoryView StatusLast Update
0002512The Dark ModSoundpublic27.10.2011 05:15
Reporterdemagogue Assigned Todemagogue  
PrioritynormalSeveritynormalReproducibilityalways
Status closedResolutionfixed 
Product VersionTDM 1.03 
Target VersionTDM 1.04Fixed in VersionTDM 1.04 
Summary0002512: Previous location's ambient plays at full volume on reload on top of currrent ambient (until next transition)
DescriptionThe 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 ReproduceGo 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.
TagsNo tags attached.

Activities

tels

tels

02.01.2011 10:00

reporter   ~0003417

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?
demagogue

demagogue

02.01.2011 14:47

developer   ~0003420

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.
demagogue

demagogue

03.01.2011 21:41

developer   ~0003421

Ok the fix has been tested and it works.
SVN is down right now; I'll commit it when it's back on.
demagogue

demagogue

10.01.2011 17:54

developer   ~0003431

Fix is in SVN update #11421.

Issue History

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