View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003152 | Spring engine | General | public | 2012-07-06 18:08 | 2012-07-09 00:13 |
| Reporter | Deadnight Warrior | Assigned To | Kloot | ||
| Priority | low | Severity | trivial | Reproducibility | always |
| Status | resolved | Resolution | no change required | ||
| Product Version | 89.0 | ||||
| Fixed in Version | 89.0 | ||||
| Summary | 0003152: Beam Laser start sound is spammed every game frame | ||||
| Description | I've encountered this only on Beam Lasers, the start sound is spammed every game frame for the entire duration of the beam. Side note: since the hit sounds for beam lasers work in 88+ I've disabled them for BeamLaser weapons to replicate 88.0 and older engine behaviour. | ||||
| Steps To Reproduce | Load any Spring game the has units with beam lasers, Annihilators are the best example as their beam duration is ~1s long or more. | ||||
| Additional Information | Tested with http://springrts.com/dl/buildbot/default/release/88.0.1-465-g5c3d1b7/ | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
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as I told you before in the lobby: the sound that gets spammed is hitSound (because this now works for beamlasers, and they hit every frame their beam is active), not startSound. changing soundhit=xplolrg1; to soundhit="" in weapons.tdf (of an svn checkout of XTA) for ARM_TOTAL_ANNIHILATOR fixes it, you probably changed ARMMANNI_WEAPON which is NOT used by arm_annihilator. |
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All sounds are recorded from XTA running on http://springrts.com/dl/buildbot/default/release/88.0.1-501-g059b391/ Annihilator.flac is the Annihilator in XTA on 88+.0 BeamHLT.flac is the HLT sound when put on a Annihilator (Beam Laseer, 1s dur) HLTanni.flac is the Annihilator sound put on a HLT (Laser Cannon) |
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some notes: beamlasers are fine simulation-wise, they behave as in 88.0 (dealing the same amount of damage, etc --> no hidden extra beams being fired) Annihilator.flac is almost like a short reverb effect was added, but the original files (wavs) have none and sound normal when played in an external tool HLTanni.flac contains no corruption, but is the same sound as used to record Annihilator.flac (just put on a different weapon) in both XTA 9.71 and BA 7.68, commenting out soundhit (in weapons.tdf::ARM_TOTAL_ANNIHILATOR / armanni.lua respectively) makes annihilator sound exactly like in 88.0, but not in XTA svn where soundstart retains a "reverb" effect |
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This commit appears to be causing it: https://github.com/spring/spring/commit/2a7d9493c47cbd4a619f5b51d280b72f3d9e68f5 Kloot is best man to answer if the new behavior is intentional or if we need a backwards compatibility fix. |
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While soundTrigger should have no effect on weapons that fire only one shot, it seems to affect BeamLasers Any BeamLaser that has soundTrigger = 0 (default is 1) or has soundhit != "" or soundhitdry != "" will spam soundstart for the duration of it's beam. |
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aaargh, what did we spend 2+ hours discussing yesterday?! when soundhit != "" or soundhitdry != "", SOUNDHIT gets spammed, *NOT* SOUNDSTART --> THIS part is semi-intentional, because soundhit never worked for beamlasers before additionally when soundTrigger = 0, SOUNDSTART is played every frame --> as it should, but this part is non-intentional because the default value of soundTrigger seems to have changed from 1 to 0 for BeamLasers (tested in XTA, BA, and ZK, XTA-svn has soundTrigger=0 explicitly) note: XTA's Annihilator has salvoSize=30 (not a burst-weapon, so salvoSize == beamtime * GAME_SPEED == 1 * 30 == 30), so that's 30 overlapping soundstart samples per shot |
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How about renaming it to soundHitContinuousDry and soundHitContinuousWet for beam lasers? Then it will be quiet like before unless these new tags are specified... |
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One last bug about hitsounds: If soundhitdry is not defined, but soundhitwet is, when the weapon impacts land soundhitwet will be played instead of nothing, and when it impacts water nothing will be played instead of soundhitwet. If soundhitdry is defined and soundhitwet isn't there are no problems. I think it's a bug in the https://github.com/spring/spring/blob/develop/rts/Sim/Weapons/WeaponDefHandler.cpp#L490 function, it does a gsound.sounds.push_back(...) and doesn't load the sound at a specific array index, as index 0 is dry sound and index 1 is wet, but this way sounds are populated as they are found, and if no dry sound is found, wet sound is put on its place. |
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fixed (the above dry/wet issue) soundtrigger having changed default value was false alarm, beamlasers in BA, ZK, ... are still correctly tagged afaics. so because 99% of the issues are just due to hitsound now playing for beamlaser impacts and because a single line in weapondefs_post.lua is enough to block that, I'm marking this as resolved. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2012-07-06 18:08 | Deadnight Warrior | New Issue | |
| 2012-07-06 22:21 | zerver | Assigned To | => zerver |
| 2012-07-06 22:21 | zerver | Status | new => assigned |
| 2012-07-07 13:58 | Kloot | Note Added: 0008893 | |
| 2012-07-07 13:58 | Kloot | Status | assigned => closed |
| 2012-07-07 13:58 | Kloot | Assigned To | zerver => |
| 2012-07-07 13:58 | Kloot | Resolution | open => no change required |
| 2012-07-07 22:50 | Kloot | Assigned To | => Kloot |
| 2012-07-07 22:50 | Kloot | Status | closed => feedback |
| 2012-07-07 22:50 | Kloot | Resolution | no change required => reopened |
| 2012-07-07 22:51 | Deadnight Warrior | File Added: Annihilator.flac | |
| 2012-07-07 22:52 | Deadnight Warrior | File Added: BeamHLT.flac | |
| 2012-07-07 22:52 | Deadnight Warrior | File Added: HLTanni.flac | |
| 2012-07-07 22:55 | Deadnight Warrior | Note Added: 0008918 | |
| 2012-07-07 22:55 | Deadnight Warrior | Status | feedback => assigned |
| 2012-07-07 22:57 | Deadnight Warrior | File Added: infolog.txt | |
| 2012-07-07 23:34 | Kloot | Note Added: 0008919 | |
| 2012-07-07 23:35 | Kloot | Note Edited: 0008919 | |
| 2012-07-08 00:09 | Kloot | Note Edited: 0008919 | |
| 2012-07-08 01:02 | zerver | Assigned To | Kloot => zerver |
| 2012-07-08 01:03 | Kloot | Note Edited: 0008919 | |
| 2012-07-08 01:16 | zerver | Status | assigned => confirmed |
| 2012-07-08 01:37 | zerver | Note Added: 0008920 | |
| 2012-07-08 01:37 | zerver | Assigned To | zerver => Kloot |
| 2012-07-08 01:37 | zerver | Status | confirmed => assigned |
| 2012-07-08 02:14 | Deadnight Warrior | Note Added: 0008925 | |
| 2012-07-08 02:15 | Deadnight Warrior | Note Edited: 0008925 | |
| 2012-07-08 02:16 | Deadnight Warrior | Note Edited: 0008925 | |
| 2012-07-08 02:24 | Deadnight Warrior | Note Edited: 0008925 | |
| 2012-07-08 02:32 | Deadnight Warrior | Note Edited: 0008925 | |
| 2012-07-08 11:57 | Kloot | Note Added: 0008926 | |
| 2012-07-08 11:57 | Kloot | Note Edited: 0008926 | |
| 2012-07-08 11:58 | Kloot | Note Edited: 0008926 | |
| 2012-07-08 11:58 | Kloot | Note Edited: 0008926 | |
| 2012-07-08 12:01 | Kloot | Note Edited: 0008926 | |
| 2012-07-08 12:04 | Kloot | Note Edited: 0008926 | |
| 2012-07-08 12:06 | Kloot | Note Edited: 0008926 | |
| 2012-07-08 14:12 | zerver | Note Added: 0008927 | |
| 2012-07-08 19:06 | Deadnight Warrior | Note Added: 0008929 | |
| 2012-07-09 00:13 | Kloot | Note Added: 0008934 | |
| 2012-07-09 00:13 | Kloot | Status | assigned => resolved |
| 2012-07-09 00:13 | Kloot | Fixed in Version | => 89.0 |
| 2012-07-09 00:13 | Kloot | Resolution | reopened => no change required |