vinoveritas Report post Posted December 4, 2018 (edited) I have realized that i do not get sound alerts on death even as i have set up a sound alert on my name that works for years. Messages like [07:11:05] VinoVeritas has gone by way of the Dodo bird. Do not trigger the alert. It works fine if anyone mention my name in chat. Same with: You have died and gone to the Underworld! It works as it should if someone pm's me the text or write it in local but not on death. On Trying out multiple #suicides i get in a few (like 1in 10) times a sound on the name VinoVeritas other times its quiet. Edited December 6, 2018 by vinoveritas Share this post Link to post Share on other sites
Ozmondius Report post Posted May 13, 2021 I have also noticed this. Any ideas? Share this post Link to post Share on other sites
bluap Report post Posted May 15, 2021 (edited) Nothing has really change related to this recently. In fact, as the sound are added and play related to the characters position, is difficult to see how it worked before. If you are already in the underworld and die again, the sound plays if your location does not change. I wonder if the timing of the messages have changed at some stage. If they were sent after you arrived in the underworld the code would work reliably perhaps. If the messages are sent before you move, then its not going to be reliable. There's also a element to timing. The sounds are paused if out of range by a function that is called on a timer, so on a slow machine the sound might play before you move location. I'll keep looking into it, but the sound code is something I have limited experience with. It would be better if these sounds were not related to position. Edited May 15, 2021 by bluap Share this post Link to post Share on other sites
revi Report post Posted May 15, 2021 Not sure if it is related, but I've noticed something similar with teleports on harvesting: I added a sound alert on "you stop harvesting"; on a teleport event, the sound starts, and then gets cut short by the actual teleport Share this post Link to post Share on other sites
bluap Report post Posted May 15, 2021 2 minutes ago, revi said: Not sure if it is related, but I've noticed something similar with teleports on harvesting: I added a sound alert on "you stop harvesting"; on a teleport event, the sound starts, and then gets cut short by the actual teleport Yes, that would be related. Share this post Link to post Share on other sites
Learner Report post Posted May 16, 2021 6 hours ago, bluap said: Yes, that would be related. Have you looked to see if it maybe messages from the server itself are handled differently from chat messages? Maybe some messages are just bypassing the logic used to trigger sounds? Yes, another likely aspect is the order of the packets vs the tport to the UW. Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 (edited) 20 hours ago, Learner said: Have you looked to see if it maybe messages from the server itself are handled differently from chat messages? Maybe some messages are just bypassing the logic used to trigger sounds? Yes, another likely aspect is the order of the packets vs the tport to the UW. Yes I did checked that and the message are being interpreted correctly. It's a bug in the sound code and I've just about found it.... For those where this is a problem, which sound name are you using? Edited May 16, 2021 by bluap Share this post Link to post Share on other sites
Ozmondius Report post Posted May 16, 2021 I'm using what I seem to remember is a custom sound, warrning.ogg. Please see attached. warning.ogg Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 2 hours ago, Ozmondius said: I'm using what I seem to remember is a custom sound, warrning.ogg. Please see attached. warning.ogg I can't access that file. This issue appears to be a problem with sounds that are set up to be positional. Unfortunately, that is the default and even if you change a sound to not be positional, only some files appear to work when you do. I can't yet track down these issues but a work around is to change the snds_client.xml. This new snds_client.xml makes the four alert sounds non-positional, the forth is changed to a sound file that works. I've also added a couple of extra sounds using the male and female death sound files. With the new config file, you can add the line below to your sound_warnings.txt for a reliable death sound. death male = You have died and gone to the Underworld! I'll carry on looking at the sound code to see if I can fix the issues. Share this post Link to post Share on other sites
Aislinn Report post Posted May 16, 2021 I can't access either of your files. Is there a limit to how many alert sounds we can have? Share this post Link to post Share on other sites
Ozmondius Report post Posted May 16, 2021 (edited) 1 hour ago, bluap said: I can't access that file. This issue appears to be a problem with sounds that are set up to be positional. Unfortunately, that is the default and even if you change a sound to not be positional, only some files appear to work when you do. I can't yet track down these issues but a work around is to change the snds_client.xml. This new snds_client.xml makes the four alert sounds non-positional, the forth is changed to a sound file that works. I've also added a couple of extra sounds using the male and female death sound files. With the new config file, you can add the line below to your sound_warnings.txt for a reliable death sound. death male = You have died and gone to the Underworld! I'll carry on looking at the sound code to see if I can fix the issues. Try this, Bluap: https://drive.google.com/file/d/1lOCGPVz3yD-nvvHmiyIpEtR73CHyRpLz/view?usp=sharing I also can't access your .xml file Edited May 16, 2021 by Ozmondius Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 (edited) If you get an xml error trying to download my snds_client.xml file, you need to right-click and save as instead. The new link to warning.ogg works. Edited May 16, 2021 by bluap Share this post Link to post Share on other sites
Ozmondius Report post Posted May 16, 2021 Got it. Thanks! Share this post Link to post Share on other sites
Aislinn Report post Posted May 16, 2021 How does this affect the snds_alert.xml file? (Which already has the alert1, alert2, etc entries) Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 3 minutes ago, Aislinn said: How does this affect the snds_alert.xml file? (Which already has the alert1, alert2, etc entries) I don't have that file and its not in the sound pack. Is that one of your own making? Share this post Link to post Share on other sites
Ozmondius Report post Posted May 16, 2021 (edited) the warning.ogg? yes I wanted no subtleties lol I updated my snds_alert.xml with your new info and it works perfectly. Thank you! Edited May 16, 2021 by Ozmondius Share this post Link to post Share on other sites
Aislinn Report post Posted May 16, 2021 4 minutes ago, bluap said: I don't have that file and its not in the sound pack. Is that one of your own making? I don't think I made it up. I set up my sound alerts around 2010 and used it ever since. It must have come with the sounds package at one point. Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 17 minutes ago, Aislinn said: I don't think I made it up. I set up my sound alerts around 2010 and used it ever since. It must have come with the sounds package at one point. I've only added two new sounds to snds_client.xml , the alerts definitions were already there and I just modified them. I guess the order that the files are include from sound_config.xml is important, if you have both a snds_client.xml and a snds_alert.xml with the same definitions, one may just overwrite the other. Share this post Link to post Share on other sites
Nogrod Report post Posted May 16, 2021 (edited) 27 minutes ago, bluap said: I don't have that file and its not in the sound pack. Is that one of your own making? 22 minutes ago, Aislinn said: I don't think I made it up. I set up my sound alerts around 2010 and used it ever since. It must have come with the sounds package at one point. snds_alert.xml was used by some to map the sounds names in sound_warnings.txt to the ogg files. Today sound names alert1 - alert4 are mapped inside snds_client.xml instead. I have sound alerts working using only snds_client.xml and don't have snds_alert.xml. The only time I can remember seeing snds_alert.xml was when I downloaded the sound pack by NoobPL here http://www.eternal-lands.com/forum/index.php?/topic/60198-eternal-lands-soundpack-by-kain/. In his sound pack he defines alert1-alert12 in snds_alert.xml. Edited May 16, 2021 by Nogrod Share this post Link to post Share on other sites
Aislinn Report post Posted May 16, 2021 @Nogrod: That's 6 years after I set up sound alerts. @bluap: What's the limit to how many sound alerts we can have? (I currently have 12) I don't mind getting rid of snds_alert.xml, that's just how I've always done it before. In my snds_config.xml file, the snds_alert include comes right before snds_client. I guess it's a good idea to remove snds_alert.xml now. Share this post Link to post Share on other sites
Nogrod Report post Posted May 16, 2021 Just now, Aislinn said: @Nogrod: That's 6 years after I set up sound alerts. @bluap: What's the limit to how many sound alerts we can have? I don't mind getting rid of snds_alert.xml, that's just how I've always done it before. In my snds_config.xml file, the snds_alert include comes right before snds_client. I guess it's a good idea to remove snds_alert.xml now. Thanks Aislinn for confirming the presence of snds_alert.xml in snds_config.xml. The newest snds_config.xml doesn't contain an include snds_alert.xml so the conflicting definitions is probably applicable to players who are using a very old sound pack. Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 (edited) 13 minutes ago, Aislinn said: @bluap: What's the limit to how many sound alerts we can have? (I currently have 12) I don't mind getting rid of snds_alert.xml, that's just how I've always done it before. I don't think there's a limit on alerts as such, other the the 200 limit on total number of sounds. There's around 140 currently. Edited May 16, 2021 by bluap Share this post Link to post Share on other sites
Aislinn Report post Posted May 16, 2021 Great, thank you yet again bluap for your help! Share this post Link to post Share on other sites
bluap Report post Posted May 16, 2021 Related to your question perhaps, there's a limit of 50 entries for sound_warnings.txt. Share this post Link to post Share on other sites
Nogrod Report post Posted May 17, 2021 8 hours ago, bluap said: Yes I did checked that and the message are being interpreted correctly. It's a bug in the sound code and I've just about found it.... For those where this is a problem, which sound name are you using? Is the bug only related to text warning sounds? I can't hear death sounds when dying from combat either. I can open a new bug for that if you'd like or post debug info here. Share this post Link to post Share on other sites