|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0001302||OpenClonk||Engine||public||2015-04-08 19:27||2017-10-25 13:58|
|Priority||low||Severity||minor||Reproducibility||have not tried|
|Target Version||9.0||Fixed in Version|
|Summary||0001302: Weird Sound() behaviour|
|Description||1. 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.
|Tags||No tags attached.|
|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.|
> 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.
Isilkor: It happens reliably for me when I use
Schedule(nil, "CreateObject(Rock, LandscapeWidth()/2, 120)->Sound(\"Clonk\", 0, 100, 0, +1)", 1);
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.
>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
Pushed to 9.0
Btw the dummy doesn't play sound because it's invisible (see its Script).
|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|