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Major NEW_SOUND update - EL gets a (complete?) sound system

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[02:32:05] Number of sources - mono: 12, stereo (probably undef): 0

[02:32:05] Error initializing sound: Error setting up listener - Invalid Value

Hmmmm, these 2 are interesting. I would have expected a heap more available sources on a Mac. It could be an OpenAL implementation limitation, or I'm doing it wrong (which is why I didn't do it up until now).

The error setting up the listener is also strange. Those values are hard coded so I don't see how they can be invalid. :-S

 

[02:48:03] stream_ogg error: Invalid Operation
Hmmm, still nothing. I'll keep looking. I'm wondering if it might be related to a problem with the buffer.

 

The uninitialised read at sound.c:4263 is the hard coded attributes[3]. On my system attr_size is only 1.

Oh yeah. We dynamically work out the size of the attributes array, it probably should be used. :-P

 

I was trying to work out how to establish what attributes are what based on a how-to I'd been using, but they assumed the structure was constant. Apparently not. The OpenAL documentation is terrible for things like that so I'll poke around further afield and see what I can find.

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I have a core dump now....

Core was generated by `./el.x86.linux.bin -sp 2001'.
Program terminated with signal 11, Segmentation fault.
#0  0x080e08cf in insert_sound_source_at_index (index=0) at sound.c:3225
3225					sound_source_data[i] = sound_source_data[i - 1];
(gdb) bt full
#0  0x080e08cf in insert_sound_source_at_index (index=0) at sound.c:3225
	i = -2951140
	tempSource = {source = 0, play_duration = 0, loaded_sound = -1,
 current_stage = STAGE_UNUSED, cookie = 0}
#1  0x080e07dd in get_available_source (pNewType=0xba28c48) at sound.c:3199
	pType = (sound_type *) 0x42
	pSource = (source_data *) 0xba22dc0
	i = 0
#2  0x080e03ed in play_sound (sound_num=0, x=0, y=0, initial_gain=1)
at sound.c:3052
	loops = -1209046996
	error = -1076239720
	buffer = 0
	stage = -1209089999
	sourcePos = {0, 0, 0}
	sourceVel = {0, 0, 0}
	pSource = (source_data *) 0x3
	pNewType = (sound_type *) 0xba28c48
#3  0x080e0336 in add_sound_object_gain (type=46, x=0, y=0, me=1,
initial_gain=1) at sound.c:2998
	tx = 0
	ty = 0
	distanceSq = 0
	sound_num = 0
	cookie = 1
	pNewType = (sound_type *) 0xba28c48
	maxDistanceSq = 1225
#4  0x080e001e in add_sound_object (type=46, x=0, y=0, me=1) at sound.c:2873
No locals.
#5  0x080beca5 in connect_to_server () at multiplayer.c:386
	ip = {host = 803298622, port = 53511}
#6  0x080a4ad2 in init_stuff () at init.c:942
	seed = 1191720977
	file_name = "languages/en/Encyclopedia/index.xml\000�\vQ1\033\b�0\033\b�y��\000\000\000\000a1\033\be1\033\b\t\000\000\000\000\000\000\000\177\017\177\003\000\000\200?�\224���\225�\v\n\000\000\000$�ٿ|\212]\b|\212]\bb\000\000\000\000\000\000\000�;�\v�6�\v\020\227�\v\210;�\v�\177���|��h�ٿ\226f\b\b\t\000\000\000e1\033\ba1\033\b|\212]\b\202\031\b\b\000\000\000\000Q1\033\b�0\033\b\005\000\000\000o\031\b\b\200v\v\b\000\000\000\000\000\000�?\232\231\231\231\231\231"...
---Type <return> to continue, or q <return> to quit---
	i = 16
#7  0x080b8fdd in main (argc=3, argv=0xbfd9e614) at main.c:288
No locals.
(gdb)

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#0  0x080e08cf in insert_sound_source_at_index (index=0) at sound.c:3225
3225					sound_source_data[i] = sound_source_data[i - 1];

Oh yeah... I know why that is. I'm guessing this is because OpenAL reported back 1 (as posted above).

As it turns out, that code is only valid for OpenAL 1.1 so it has been removed again (currently awaiting some further testing before being committed).

 

Unfortunately, the way to test for the number of available sources in OpenAL 1.0 is to allocate them until you get an error. A little messy in concept, but easily integrated into the code without any troubles.

 

I have spent the day working on dynamically allocating streams to support multiple simultaneous background sounds and crossfade's between them etc... its compiling but there are still some further bugs to be fixed. I'll hopefully have it ready sometime tomorrow. \o/

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Woohoo!! \o/

 

Ok... the final batch of major changes are in.

 

You can now hear multiple background and crowd sounds cross-fade in and out as you move around. The system isn't perfect but I think its a great improvement none-the-less. No more silent spots - unless configured that way!

 

There is also a fix for a bag sounds bug and some weather sound bugs.

 

The only other things I have planned for NEW_SOUND (other than bug fixes) is some tidying up, adding some addition sound triggering and removing timed-out sounds from the playlist. They are all relatively minor things.

 

Please, try out the lastest version and let me know what bugs are around. (If you can attempt to diagnose them also that would be a huge help!). I'm hoping to have this code tested stable within 2 weeks (because I'm going overseas sometime then and won't be around for 6 months) so please help!

 

I will try to have a Windows client compiled and ready soon (for those who can't compile their own), but I don't have a working Windows machine right now so Roja might provide one in the mean time.

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Great that it's almost finished! I got the client to compile and am now testing things out :pickaxe:

 

 

I noticed that when I first logged in at beam the crowd sound started, stopped, started, stopped. But this only happened once..so far i haven't been able to reproduce it...well in fact maybe once i did but it wasn't the start of the sound nor was it when i logged in, I was just walking around and I kept hearing one distinct noise in the crowd sound repeat way too often. It's like it was repeating a part of the sound file over and over. Well I'll let you know if i see it happen again.

LOL..just as i hit reply it started repeating again. It's like it's repeating 5 seconds over and over..it gets stuck or something. This time it's really stuck too. I entered a house(changed map), came back to beam and the same 5 or so seconds are repeating constantly. Eeek.. I even closed the client/restarted, and even came back with a new compiled(different exe) and it's still repeating the same seconds!

One other thing, AFter this happened I clicked to disable the soundFX and the client crashed.

 

Ok, seems like the crowd sound isn't the only sound that is being repeated, the nature sounds are doing it too.

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LOL..just as i hit reply it started repeating again. It's like it's repeating 5 seconds over and over..it gets stuck or something. This time it's really stuck too. I entered a house(changed map), came back to beam and the same 5 or so seconds are repeating constantly. Eeek.. I even closed the client/restarted, and even came back with a new compiled(different exe) and it's still repeating the same seconds!
Hmmmm. I'm wondering if this is simliar to Florian's troubles. I've noticed streams getting stuck (I fixed all the ones I found), but given you changed maps then I don't think its in the code for starting and stopping streams. I think there might be a problem with how I allocate the sound source or load the data, or something.

 

One other thing, AFter this happened I clicked to disable the soundFX and the client crashed.

Hmmm, I spent quite a bit of time enabling and disabling sound and music in different ways to check that and its perfectly stable for me so I'm guessing its something to-do with disabling sound under Windows. (Especially given it happens every time you close the client).

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Ok I did try compiling without new_sound and the client does not crash when i exit it now. So it is related to the sound stuff.

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Yet another update...

 

Fixed some general bugs, the NEW_WEATHER rain problem and most importantly the volume controls for sound types! I also tweaked the config window and added 'button' sound events to tabs and other various widgets and hud items.

 

I still haven't fixed the closing down sound bug under Windows, but I now have a Windows dev environment to test under so I'm working on it.

 

I can't reproduce sounds or streams getting stuck however. Those who have noticed this, does it happen all the time or just occasionally... any tips on when it occurs so I can try to find it?

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latest CVS:

 

Log started at 2007-10-10 23:42:57 localtime (CEST)

 

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Destroying stream: Type: Background, sound: 0, cookie: 0, source: 0

[23:42:57] Resetting stream: Type: None, sound: 0, cookie: 0, source: 0

[23:42:57] Error loading sound configuration: Too many tile types defined for tile type sound: 3,4,5,6,11,13,15,17,18,24,25,26,27,31,32,36,37,38,40,41,42,43

...

[23:43:05] Warning: ALC_ENUMERATION_EXT not found. Unable to retrieve list of sound devices.

[23:43:05] Error initializing sound: Error setting up listener - Invalid Value

[23:43:05] Generated and using 64 sources

[23:43:05] Starting streams thread

[23:43:05] Trying to add sound: 46 (Connected) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:05] Got sample num: 0

[23:43:05] Attemping to load sound: File: sound/alert.wav

[23:43:05] Result: File: sound/alert.wav, Format: 4352, Size: 11583, Freq: 22050.000000

[23:43:05] Playing this sound: 46, Sound num: 0, Cookie: 1

[23:43:05] Creating a new source: 0/0

[23:43:06] Removing finished sound 46 (Connected) at cookie 1, source index 0, loaded_sound: 0

[23:43:06] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:06] Got sample num: 1

[23:43:06] Attemping to load sound: File: ./sound/dark-forest.ogg

[23:43:06] lock loop in sound.c, update_sound:3675 - last lock: , :3143

[23:43:07] Result: File: ./sound/dark-forest.ogg, Format: 4355, Size: 1048576, Freq: 44100.000000

[23:43:07] Playing this sound: 0, Sound num: 0, Cookie: 2

[23:43:07] Creating a new source: 0/0

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 1, Cookie: 3

[23:43:07] Inserting new source at index 0/1

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 2, Cookie: 4

[23:43:07] Inserting new source at index 1/2

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 3, Cookie: 5

[23:43:07] Inserting new source at index 2/3

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 4, Cookie: 6

[23:43:07] Inserting new source at index 3/4

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 5, Cookie: 7

[23:43:07] Inserting new source at index 4/5

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 6, Cookie: 8

[23:43:07] Inserting new source at index 5/6

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 7, Cookie: 9

[23:43:07] Inserting new source at index 6/7

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 8, Cookie: 10

[23:43:07] Inserting new source at index 7/8

[23:43:07] Trying to add sound: 0 (not defined) at 0, 0. Position: 0, 0, Gain: 1.000000

[23:43:07] Playing this sound: 0, Sound num: 9, Cookie: 11

[23:43:07] Inserting new source at index 8/9

[23:43:07] Stopping all individual sounds

[23:43:07] Stopping sound 0 (DarkForest), cookie: 2, used_sources: 10

[23:43:07] Removing cookie: 2, Sound number: 0

[23:43:07] Stopping cookie 2 with sound index 0. It is currently playing.

[23:43:07] Stopping sound 1 (DarkForest), cookie: 3, used_sources: 9

[23:43:07] Removing cookie: 3, Sound number: 1

[23:43:07] Stopping cookie 3 with sound index 1. It is currently playing.

[23:43:07] Stopping sound 2 (DarkForest), cookie: 4, used_sources: 8

[23:43:07] Removing cookie: 4, Sound number: 2

[23:43:07] Stopping cookie 4 with sound index 2. It is currently playing.

[23:43:07] Stopping sound 3 (DarkForest), cookie: 5, used_sources: 7

[23:43:07] Removing cookie: 5, Sound number: 3

[23:43:07] Stopping cookie 5 with sound index 3. It is currently playing.

[23:43:07] Stopping sound 4 (DarkForest), cookie: 6, used_sources: 6

[23:43:07] Removing cookie: 6, Sound number: 4

[23:43:07] Stopping cookie 6 with sound index 4. It is currently playing.

[23:43:07] Stopping sound 5 (DarkForest), cookie: 7, used_sources: 5

[23:43:07] Removing cookie: 7, Sound number: 5

[23:43:07] Stopping cookie 7 with sound index 5. It is currently playing.

[23:43:07] Stopping sound 6 (DarkForest), cookie: 8, used_sources: 4

[23:43:07] Removing cookie: 8, Sound number: 6

[23:43:07] Stopping cookie 8 with sound index 6. It is currently playing.

[23:43:07] Stopping sound 7 (DarkForest), cookie: 9, used_sources: 3

[23:43:07] Removing cookie: 9, Sound number: 7

[23:43:07] Stopping cookie 9 with sound index 7. It is currently playing.

[23:43:07] Stopping sound 8 (DarkForest), cookie: 10, used_sources: 2

[23:43:07] Removing cookie: 10, Sound number: 8

[23:43:07] Stopping cookie 10 with sound index 8. It is currently playing.

[23:43:07] Stopping sound 9 (DarkForest), cookie: 11, used_sources: 1

[23:43:07] Removing cookie: 11, Sound number: 9

[23:43:07] Stopping cookie 11 with sound index 9. It is currently playing.

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:07] Stopping None stream source: 0

[23:43:07] Destroying stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:08] Trying to add sound: 25 (FireBig) at 105, 146. Position: 0, 0, Gain: 1.000000

[23:43:08] Got sample num: 2

[23:43:08] Attemping to load sound: File: sound/fire-1.wav

[23:43:08] Result: File: sound/fire-1.wav, Format: 4352, Size: 38591, Freq: 10989.000000

[23:43:08] Not playing this sound as we are out of range! maxDistanceSq: 1225, distanceSq: 32341. Loaded as: 0, Cookie: 12

[23:43:08] Trying to add sound: 20 (Teleport_in) at 99, 143. Position: 0, 0, Gain: 1.000000

[23:43:08] Got sample num: 3

[23:43:08] Attemping to load sound: File: sound/teleport_in.wav

[23:43:08] Result: File: sound/teleport_in.wav, Format: 4352, Size: 20693, Freq: 11025.000000

[23:43:08] Not playing this sound as we are out of range! maxDistanceSq: 1225, distanceSq: 30250. Loaded as: 1, Cookie: 13

[23:43:09] Sound now in-range: 25 (FireBig), Distance squared: 45, Max: 1225

[23:43:09] Playing this sound: 25, Sound num: 0, Cookie: 12

[23:43:09] Creating a new source: 0/0

[23:43:09] Sound now in-range: 20 (Teleport_in), Distance squared: 0, Max: 1225

[23:43:09] Playing this sound: 20, Sound num: 1, Cookie: 13

[23:43:09] Inserting new source at index 0/1

[23:43:10] add_stream: Initialising stream - Type: Background, Priority: 1, Boundary: -1

[23:43:10] Inserting new source at index 1/2

[23:43:10] Resetting stream: Type: None, sound: -1, cookie: 0, source: 0

[23:43:10] add_stream: Done initialising stream.

[23:43:10] add_stream: Started stream 0. Type: Background, Sound: 1, Cookie: 14, Source: 2407, Fade: 1, Default: 1

[23:43:10] Doing stream fade - stream: Background, sound: 1, current fade: 1

[23:43:10] Doing stream fade - stream: Background, sound: 1, current fade: 2

[23:43:10] process_stream: Type: Background, Invalid Operation

[23:43:11] Doing stream fade - stream: Background, sound: 1, current fade: 3

[23:43:11] process_stream: Type: Background, Invalid Operation

[23:43:11] stream_ogg error: Invalid Operation

[23:43:11] process_stream: Type: Background, Invalid Operation

[23:43:11] stream_ogg error: Invalid Operation

[23:43:11] Doing stream fade - stream: Background, sound: 1, current fade: 4

[23:43:11] stream_ogg error: Invalid Operation

 

 

I get *lots* of "pops", really loud sounds which I'm afraid might damage the speakers in my iMac.

 

el.ini:

#crowd_gain= 1

#enviro_gain= 1

#actor_gain= 1

#walking_gain= 1

#client_gain= 1

#dim_sounds_on_rain= 0

#gamewin_gain= 1

#sounds=

#no_sound =

#sound_gain= 1

#music_gain= 1

(I hope I didn't miss any sound-related var)

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I can't reproduce sounds or streams getting stuck however. Those who have noticed this, does it happen all the time or just occasionally... any tips on when it occurs so I can try to find it?

 

 

Well when I first compiled the client(the day I reported this), it all started out working fine. I do not know what triggered the sound repeating..but now they ALWAYS repeat the same few seconds over and over..Even if I make a totally new client.

 

The client still crashes when i turn off the sound or close it.

 

One other bug I noticed:

Crowd sound gain goes from 0 - .90

ALL other sound gains go from 0.1 - 1.0

 

Shouldn't they go from 0 - 1.0?

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[23:42:57] Error loading sound configuration: Too many tile types defined for tile type sound: 3,4,5,6,11,13,15,17,18,24,25,26,27,31,32,36,37,38,40,41,42,43
Hmmm, I thought I'd fixed this. I'll go back and have another look.

 

/edit: Ahhh, yeah... ummm, oops! This will be fixed in the next commit.

 

[23:43:05] Error initializing sound: Error setting up listener - Invalid Value
I'll add some extra debugging for you for this.

 

[23:43:10] Doing stream fade - stream: Background, sound: 1, current fade: 1

[23:43:10] Doing stream fade - stream: Background, sound: 1, current fade: 2

[23:43:10] process_stream: Type: Background, Invalid Operation

[23:43:11] Doing stream fade - stream: Background, sound: 1, current fade: 3

[23:43:11] process_stream: Type: Background, Invalid Operation

[23:43:11] stream_ogg error: Invalid Operation

[23:43:11] process_stream: Type: Background, Invalid Operation

[23:43:11] stream_ogg error: Invalid Operation

[23:43:11] Doing stream fade - stream: Background, sound: 1, current fade: 4

[23:43:11] stream_ogg error: Invalid Operation

Ok, this looks like it has a problem setting the gain for the stream the second time (fading up). A problem setting the gain with AL implies a problem with the source, not the buffers. I guess I'll need to throw in more debugging. Yay.

 

I get *lots* of "pops", really loud sounds which I'm afraid might damage the speakers in my iMac.
Well when I first compiled the client(the day I reported this), it all started out working fine. I do not know what triggered the sound repeating..but now they ALWAYS repeat the same few seconds over and over..Even if I make a totally new client.
Can you both do a test for me? Can you see if the ogg files all play happily in a normal media player?

 

/edit: Woohoo! (kinda). I just got this happening. Hopefully this means I can trace the problem and fix it.

 

The client still crashes when i turn off the sound or close it.
Yeah, this is a known bug. Still working on it. At least I can reproduce this one!

 

One other bug I noticed:

Crowd sound gain goes from 0 - .90

ALL other sound gains go from 0.1 - 1.0

 

Shouldn't they go from 0 - 1.0?

Yeah, that's a bug in the handling of spinbutton widget. It's basically to do with how numbers are rounded. When you click the last time it probably goes to a value like 0.99999999, but it always rounds down to 0.9.

Someone tried to fix it one day but it got changed back cos their method crashed other parts of the code. I'm trying to think of a different way to handle it.

 

/edit: Ok, it looks like I've fixed it now. It will be in the next commit.

Edited by Torg

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Yes the OGG files play correctly in a media player ;)

I do not get "pops" or loud sounds like Florian is talking about however.

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Ok, a quick run-down on how NEW_SOUND works for those interested/might need to know. I am producing some more detailed documentation as a header for the NEW_SOUND section of sound.c (eventually).

 

There are basically 6 parts to the code.

  • The first part is the initialisation and destroying of the sound system itself. There is a little more tidying up that can be done, but this code is basically complete.
  • The second part is reading and parsing the configuration info. This part is also done, but very simple to adjust where necessary.
  • The third part is allocating places to play sounds (sources) to the sounds/streams that want to be played. This is the part I've most recently finished and it seems to be working ok now. This code is the common point between streams and individual sounds and therefore is most likely to be bugged and the hardest/most complex part to trace problems in. A problem for one side can cause problems on the other.
  • The fourth part is handling and playing the streamed sounds. This can also be considered complete. The config base for it is stable and very flexible. I don't know of anything else we really need here other than loads of configuration to play stuff at the right times. It is also quite complex and may contain bugs but the logic of it should be relatively simple to trace. It is broken down into many functions.
  • The fifth part is the code to play individual sounds. This is now pretty stable, but if there are going to be complex bugs (other than sources - part 3) then it will be here. These sounds need to be explicitly started and stopped (and thus removed from the list).
  • The sixth and final part to all this is the code to actually triggering the individual sounds. Specifying places in the code to start and stop sounds is quite trivial in most cases and any bugs here are (mostly) very simple to isolate and find. The bulk of this code is not actually in sound.c, but through the rest of the client code tying events to the sound system.

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Ok, another update. Recent fixes:

Windows client crashing when closed/sound disabled

Windows and Mac streams getting stuck

Client and item/inv sounds fading when raining

 

I also did some more tidying, rearranging and started some detailed bulk documentation.

 

 

 

Current status:

Hopefully this update has fixed all currently known/reported bugs on all operating systems.

 

If you find a bug or notice anything unusual, please report it here.

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Another bug I found:

 

With new weather turned off, there is no rain/thunder sounds. Maybe it's not really a bug, but if we don't use new_weather just gotta make sure it'll work.

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With new weather turned off, there is no rain/thunder sounds. Maybe it's not really a bug, but if we don't use new_weather just gotta make sure it'll work.

Ok, this should hopefully be fixed.

 

It worked for me when testing manually triggering rain (gotta hate when you can't find rain).

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I really don't want to make more work for you, but I was wondering if it is possible to have multiple pain sounds for a single actor-to cycle through different defined sounds?

Also what can work is to have a group of pain sounds that all actors can share and use, because there's not that big of a difference between the races that different sounds would be needed.

 

It really sounds funny, and stupid after a while, to have the same grunt repeated over and over...lol.

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Just a suggestion. The crowd noise starts and stops a little abruptly. I was mining with four other people, another person kept coming and going - triggering the crowd sound on/off. May be the the volume could be related to the number of people or may be there could be some hysteresis in the on/off trigger.

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The normal crowd sounds do fade in/out..i didn't try the mining sounds though. check to see if the normal crowd does that for you too.

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Just a suggestion. The crowd noise starts and stops a little abruptly. I was mining with four other people, another person kept coming and going - triggering the crowd sound on/off. May be the the volume could be related to the number of people or may be there could be some hysteresis in the on/off trigger.

Yeah, that is kind of a problem. I've noticed it too and it sounds odd.

 

In theory the crowd sound fades in and out over about 5 seconds, also the volume is based on the number of people around you and your average distance to them. However, the volume change is based on groups of 5 and the minimum for the sound to be triggered is 5 which is why you notice it starting and stopping when that one person arrives and leaves.

 

I want to have it triggered on a base number of 5 people because it doesn't make sense to lower that, however its possible I could tweak it to not remove the sound when the number of people drops below 5, just to lower the volume. This would be a lot more smooth I think.

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I really don't want to make more work for you, but I was wondering if it is possible to have multiple pain sounds for a single actor-to cycle through different defined sounds?
/edit: Out of interest, there are 2 existing pain animation slots which can have different sounds linked to them. I don't know if the server triggers the second however.

 

This is on my todo list (under the possible extensions section).

 

I've been thinking about how to go about it and I've half worked out an easy way to handle it. I'll see how it goes.

 

Also what can work is to have a group of pain sounds that all actors can share and use, because there's not that big of a difference between the races that different sounds would be needed.

Well this is simply a configuration issue. In the configuration files you can link any action to any defined sound for any race/creature... therefore you can mix and match them as desired. Simply link them all to the same pain sound. If you look at what I've done, all the males are linked to the one male pain sound, and all the females are linked to the one female pain sound.

Edited by Torg

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Ok, this time I've added some checks for non-existant files when loading the config. If the file doesn't exist it is disabled, or if it is the main sound (MAIN_STAGE) then the whole sound type is disabled. This will help with log file sizes when sound files are missing (Florian!). ;-)

 

I've also tweaked some bits and pieces to reduce the code travelled through when processing. There is lots more work in this regard that can be done, I may or may not get to it.

 

Please test this! At the moment only Florian is reporting bugs which is either very good, or very bad. Please let me know how it goes!

 

If you need help getting this working/configured etc, have a look at the "NEW_SOUND Help" thread in this forum and ask. I haven't made a distributable test client yet, but Roja and I are talking about it and one will be ready soon.

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