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Shaders just repeat first in list?


Fidcal

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Been searching back but this forum's search code is pretty useless. I seem to recollect I think it was Springheel noticed this about the sound shader just repeating the first in the list. I wondered if any solution was found. I'm just setting up a shader and all I hear is the first one over and over. 8GB RAM and the cvar s_maxSoundsPerShader is set to 0.

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Shouldn't happen if that's what your settings are.

 

Greebo posted a console command that let you see exactly which sound files were playing, but I forget which thread it was in at the moment.

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No luck with that thanks MD. I even quit and reloaded and tried again but just get one sound repeated.

 

But I seemed to have found a solution. Had to remind myself how 'wait' works so re-read my own wiki article at http://wiki.thedarkmod.com/index.php?title=Sounds:_Background_and_Local#wait_.28repeat.29

 

Basically s_looping is disabled with 0 in the map and replaced with wait N which repeatedly calls the shader every N seconds. But it will truncate a sound that is longer than N so you need to check all the ogg lengths and make N as long or longer than the longest.

[hey there's a random too]

I have the feeling that s_looping in the map just calls the shader which finds one ogg then loops that one ogg. Dunno if it does that if it is in the shader instead. Looking in Chalice I see I used 'wait' in the city sounds at the start and I think I just ripped that out of Den. So I must have figured this out two years ago and forgot it! :blush:

 

Of interest, on http://www.iddevnet.com/doom3/sounds.php it has minSamples <int> Overrides s_maxSoundsPerShader so that might be useful to force at least a minumum number of sounds on low end systems where it would be silly to just repeat one. Don't know if that is of use with any of our sounds but it doesn't work with s_looping in the map entity but it migth work with voice barks called by the code maybe.

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To add to the above, I see I have a wait of only 2 seconds in Chalice but it definitely didn't truncate. Yet I remember testing long ago with a bell and it got truncated. So maybe the answer is that the *same* sound repeated is cut short and started again but multiple sounds can overlap. That makes sense and that's perfect then. Oddly enough, a bell is one of the few sounds that can be truncated and restarted. If you hit a bell that reverberates for say 10 seconds and then strike it every 2 seconds it will override the original strike (mostly.)

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