custom sounds missing in latest revisions
#1 Posted 13 August 2019 - 04:50 AM
I'll find which revision started it later this morning and to see if it affected other projects.
EDIT: 7754 was the last working revision. Next public release of 7765 was bad. In the change log, 7758 shows a change made to sounds. So far only HHR seems to be affected. I tested 2 other projects and they were fine. The poster of a very recent HHR playthrough video on Youtube had the same problem so its not something on my end.
This post has been edited by Mark: 13 August 2019 - 06:07 AM
#2 Posted 14 August 2019 - 02:10 AM
#3 Posted 14 August 2019 - 04:37 AM
This post has been edited by Mark: 14 August 2019 - 05:23 AM
#4 Posted 14 August 2019 - 05:49 AM
Example for sound 400: definesound NOWAY sounds/noway.ogg 0 0 255 0 0
Sounds using the folder "sounds" in the pathway and are replacing an original sound, when used in the menus are playing fine. But if they are used during the map, the original sounds play instead of the new.
This post has been edited by Mark: 14 August 2019 - 05:56 AM
#5 Posted 24 August 2019 - 11:07 AM
From the lack of attention, if its only affecting HHR then I'll let it drop even though some revision update broke it.
#6 Posted 24 August 2019 - 11:32 AM
Mark, on 24 August 2019 - 11:07 AM, said:
#7 Posted 25 August 2019 - 12:31 AM
Mark, on 24 August 2019 - 11:07 AM, said:
From the lack of attention, if its only affecting HHR then I'll let it drop even though some revision update broke it.
Oh man, I'm really sorry but I completely forgot to reply to this thread. You see, I had a similar problem several months ago, found a workaround and then forgot to tell you about it. I thought about it the next day after my previous reply and then got distracted by other things.
In my case, I had the regular USER.CON sounds, and then I had a separate NEWSOUNDS.CON that loaded later in the includes order. So to fix the problem, I moved ALL sound definitions to a single CON file (for me that was NEWSOUNDS.CON). I'm guessing the game is ignoring sound definitions it gets to later, maybe because it allocates sound memory based on the first CON file that it finds sound definitions in....I really have no idea what is going on but putting all the sound definitions in one file fixed it for me.
#8 Posted 21 November 2019 - 07:42 AM
#11 Posted 21 November 2019 - 03:14 PM
#12 Posted 21 November 2019 - 03:24 PM
#13 Posted 21 November 2019 - 03:25 PM
#14 Posted 21 November 2019 - 03:27 PM
Trooper Dan, on 21 November 2019 - 01:26 PM, said:
No I didn't. Because I narrowed down the offending revision I left the project alone in hopes the fix would be made.
#15 Posted 23 December 2019 - 11:34 AM
Mark, on 21 November 2019 - 03:25 PM, said:
With HHR are you referring to Hollywood Holocaust Rethinked? Can you perhaps try to put together a small test package with CON file + sounds that showcases the issue?
Would be a lot less cumbersome to test than having to download the entirety of the mod.
#16 Posted 01 July 2020 - 04:46 PM
I played the game and noted all the sounds that were missing. 20 of them. I found those 20 were def'ed in separately ( sounds.def ) from the rest of the sounds in the user.con and defs.con files.
It seems that for some reason in newer eduke32 my sounds.def file was no longer being called by the eduke32.def file using the include command or it was called but contents not loaded. Or they got overwritten later, I don't know. So I got rid of the sounds.def file and redefined those 20 sounds into user and defs con with the rest.
Another possibility contributing to the problem may have been the fact that I originally used the old way of defining those missing sounds. I don't know why.
sound { id "95" file "sounds/barmusic.ogg" }
I wonder if that old way is no longer supported after revision 7754. If so, there could be more old mods out there that won't play right.
This post has been edited by Mark: 01 July 2020 - 04:51 PM
#17 Posted 02 July 2020 - 04:14 AM
In r7758 the load order for sounds was changed. I presume that due to this, sounds defined through DEF scripts are now overridden by sounds defined through CON. This causes the original VOC for the pistol sound to play, instead of pistol.ogg.
Then, in r8291, the volume can no longer be set through the DEF file and presumably defaults to 0, rendering the sound inaudible.
#18 Posted 02 July 2020 - 04:19 AM
I looked thru all my project folders and so far HHR was the only one that used a sounds.def file so the others should be spared from that change.
This post has been edited by Mark: 02 July 2020 - 04:29 AM
#19 Posted 02 July 2020 - 04:29 AM
Due to the load order change it seems that the sound file can't be played at all even when not redefining an existing sound, yet the volume is still set, so the command does get executed on startup.
Edit: The reason for the first problem is that sounds are cached before the DEF file is loaded. The call to `cacheAllSounds()` needs to be moved after the loading of the DEF.
This post has been edited by Doom64hunter: 02 July 2020 - 04:34 AM
#20 Posted 02 July 2020 - 04:36 AM
This post has been edited by Mark: 02 July 2020 - 04:37 AM
#21 Posted 02 July 2020 - 04:38 AM
Edit: Okay, bug #1 has already been fixed just as TerminX said, but bug #2 is still present, and the reason has been identified and reported on the gitlab.
This post has been edited by Doom64hunter: 02 July 2020 - 05:07 AM