View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0004341||The Dark Mod||Sound||public||07.06.2016 18:58||22.01.2019 23:34|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Product Version||TDM 2.04|
|Target Version||Fixed in Version|
|Summary||0004341: Conversation sound will abort during a save|
|Description||This popped up during 2.04 beta test.|
Spooks said: "Also, any time you quick save while a sound is playing, e.g. a conversation is going on, the sound will cut out. Noticed it ever since I stared testing and iirc I tested it on 2.03 and it happens there too, so I thought to leave it, but I'll mention it, no harm in doing it."
|Tags||No tags attached.|
I believe any sort of speaker initiated sound will cut out after a quicksave. The wind sound that plays when the doors of the monastery in Exhumed open, for instance, will stop playing when you save.
Loading will actually resume playing the sound from where it left off, even if it cut out at savetime to begin with, so only saving is affected.
|ConversationSystem.cpp has savegame attributes... I wonder why these are failing?|
A hunch of sorts...
The savegame process calls a sound pause operation but it may be that this is tied to other pause requests.
Related to the topic of "Pause"...
The "pause" system key used to call the pause "event" but is now throwing an unrecognized command. Find out when "Pause" was broken...
|07.06.2016 18:58||grayman||New Issue|
|08.06.2016 12:12||Spooks||Note Added: 0008203|
|09.01.2019 20:20||nbohr1more||Note Added: 0011275|
|19.01.2019 16:12||STiFU||Relationship added||related to 0004967|
|22.01.2019 23:24||nbohr1more||Note Added: 0011478|
|22.01.2019 23:34||nbohr1more||Note Edited: 0011478||View Revisions|