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2021-09-18 05:06 UTC

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IDProjectCategoryView StatusLast Update
0000823OpenClonkEnginepublic2017-08-20 11:38
ReporterPyrit 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusacknowledgedResolutionopen 
PlatformPCOSWindows 7OS Version64 bit
Product Version 
Target Version8.1Fixed in Version 
Summary0000823: Sounds in objects don't get re-loaded
DescriptionIt seems like when you mute the sounds in the player menu and the reactivate them, only sounds from the Sound.ocg folder get loaded again. All sounds that are stored in the objects are gone.
Steps To ReproduceStart a scenario.
Chop a tree. You can haer the chop sounds.
Mute and ativate sound in the player menu.
Chop a tree. No sound.
Sounds stored in Sound.ocg (like the splash in water) are still there, though.
TagsNo tags attached.
Attached Files

-Relationships
related to 0001185acknowledged Put mesh materials and sounds into namespaces 
+Relationships

-Notes

~0002256

Ringwaul (developer)

Confirmed on tip.

~0002318

Newton (administrator)

not that easy to do. Had a look at it - the whole sound system is cleared / reinitialized on click of that button. Sounds in objects are not reinitialized because they were loaded during the start of the scenario. A proper solution would be to have a muted flag in the sound system and don't play sounds if this flag is true.

~0003754

Sven2 (developer)

Disabling sound also used to be a troubleshooting option for systems where sound causes problems (or needed to save memory, etc.).

Not sure if that is still important.

~0003760

Zapper (developer)

I'd say actually just muting the sound via that button would be a good solution for now.

If we run into sound-related problems and really need to unload the sounds later, we can still do that. (However, I doubt many other games do it like that)

~0004090

Zapper (developer)

Changed the priority to high, because this can make for a very bad impression. I am watching a Let's Play at the moment where the person showed the options menu in the beginning ("It's really very small!"), fiddled with the sound settings and afterwards had broken sound for the whole round.

~0004284

Clonkonaut (developer)

Changed priority back to normal and targeted for 8.0

With Sven's change, moving all sounds into Sound.ocg, this is still a bug but not such a bad one.
+Notes

-Issue History
Date Modified Username Field Change
2012-10-20 15:18 Pyrit New Issue
2012-10-21 03:47 Ringwaul Note Added: 0002256
2012-10-31 17:29 Newton Note Added: 0002318
2015-08-11 10:00 Clonkonaut Relationship added related to 0001185
2015-08-11 10:01 Clonkonaut Status new => acknowledged
2015-08-11 14:07 Sven2 Note Added: 0003754
2015-08-22 12:21 Zapper Note Added: 0003760
2015-10-16 00:33 Sven2 Target Version => 7.0
2015-11-08 17:46 Zapper Note Added: 0004090
2015-11-08 17:46 Zapper Priority normal => high
2015-12-07 11:25 Clonkonaut Priority high => normal
2015-12-07 11:25 Clonkonaut Target Version 7.0 => 8.0
2015-12-07 11:26 Clonkonaut Note Added: 0004284
2017-08-20 11:38 Zapper Target Version 8.0 => 8.1
+Issue History