Anonymous Login
2018-12-13 03:47 UTC

View Issue Details Jump to Notes ]
IDProjectCategoryView StatusLast Update
0001302OpenClonkEnginepublic2017-10-25 13:58
ReporterPyrit 
Assigned To 
PrioritylowSeverityminorReproducibilityhave not tried
StatusacknowledgedResolutionopen 
Product Version 
Target Version9.0Fixed in Version 
Summary0001302: Weird Sound() behaviour
Description1. SoundAt() does not change volume when cursor is moving around, although falloff distance is specified. See http://bugs.openclonk.org/view.php?id=238
(Maybe this is wanted, as the sound moves with the viewport?)

2. In Initialize of a map object->Sound() only works after the 4th frame:
  
  Schedule(nil, "CreateObject(Rock, LandscapeWidth() / 2, 110)->Sound(\"Clonk\")", 4); sound does not work.
  Schedule(nil, "CreateObject(Rock, LandscapeWidth() / 2, 110)->Sound(\"Clonk\")", 5); sound does work.

When you pause the game at frame 1 and paste CreateObject(Rock, LandscapeWidth() / 2, 110)->Sound("Clonk") into the engine, the rock will play the sound.

3. The Dummy.ocd object won't play any sounds. The only way you can make it emit *some* kind of noise is when you use CreateObject(Dummy)->Sound("Ding") (be sure to wait until after the 4th frame) It'll play the sound for a split second and go mute until the end of time.
TagsNo tags attached.
Attached Files

-Relationships
+Relationships

-Notes

~0003586

Pyrit (developer)

Another thing: When you distance yourself from an object that emits a sound loop far enough so that you don't hear it anymore and come back, it cancels the sound loop.

~0003587

Isilkor (developer)

> 2. In Initialize of a map object->Sound() only works after the 4th frame:
Is there a specific scenario where this reliably happens? I cannot reproduce it on a Minimal.ocs based map.

~0003608

Pyrit (developer)

Isilkor: It happens reliably for me when I use

Schedule(nil, "CreateObject(Rock, LandscapeWidth()/2, 120)->Sound(\"Clonk\", 0, 100, 0, +1)", 1);

in Minimal.ocs.

In Goldrush I have to wait up to the 5th frame for this line to create a sound.

I have Windows 7 64 bit and have OC on an external harddrive.

~0003761

Pyrit (developer)

>When you distance yourself from an object that emits a sound loop far enough so that you don't hear it anymore and come back, it cancels the sound loop.

I just noticed, not only does it cancel the loop, but it stops any sound while it's playing.

That means, if you have only one longer sound, it will be gone once it is out of listener's reach. And if it starts out of listener's reach, it'll never be heared at all! :o

~0005812

Clonkonaut (developer)

Pushed to 9.0

Btw the dummy doesn't play sound because it's invisible (see its Script).
+Notes

-Issue History
Date Modified Username Field Change
2015-04-08 19:27 Pyrit New Issue
2015-04-20 22:27 Pyrit Note Added: 0003586
2015-04-23 22:44 Isilkor Note Added: 0003587
2015-05-11 22:46 Pyrit Note Added: 0003608
2015-08-22 17:17 Pyrit Note Added: 0003761
2015-10-16 00:33 Sven2 Target Version => 7.0
2015-11-30 14:02 Clonkonaut Target Version 7.0 => 8.0
2017-10-25 13:58 Clonkonaut Priority normal => low
2017-10-25 13:58 Clonkonaut Status new => acknowledged
2017-10-25 13:58 Clonkonaut Target Version 8.0 => 9.0
2017-10-25 13:58 Clonkonaut Note Added: 0005812
+Issue History