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Posted (edited)

I'm not sure why this would be related to the 2.13 update, but I have a speaker entity in a FM that I'm working on that is connected to a trigger, and seems to no longer be functional after I updated to 2.13 today and re-dmapped my project. I turned on s_drawSounds 2 and the sound does appear in the game when the player enters the trigger volume, but no audio is audible and no interesting looking warning text pops up in the console. There are no visportals in the fm yet, and the speaker is physically located inside the trigger volume so all it has to go on is positioning (which I want disabled with s_omni 1 anyways) and its very close to the player when it should be triggered. Other speakers in the same fm are still working. I can also test the sound in darkradiant, and it plays correctly in the editor's sound picker window.

I've uploaded a screenshot of the ingame debug info, the properties of the speaker, and the properties of the trigger connected to the speaker (the atdm_gui_message also attached to the trigger displays correctly when the player enters the volume). Let me know if I've done anything obviously wrong or can provide any additional info.

ingame.png

properties.png

trigger_properties.png

Edited by chumbucket91
Posted
2 hours ago, chumbucket91 said:

I'm not sure why this would be related to the 2.13 update, but I have a speaker entity in a FM that I'm working on that is connected to a trigger, and seems to no longer be functional after I updated to 2.13 today and re-dmapped my project. I turned on s_drawSounds 2 and the sound does appear in the game when the player enters the trigger volume, but no audio is audible and no interesting looking warning text pops up in the console.

Perhaps something related to 

You could try setting s_overrideParmsMode cvar to 0 as a test. If it works again, you'll know to change one of the volume spawnargs to make it work when s_overrideParmsMode is set to 1. For 2.13 missions, s_overrideParmsMode should be set to 1.

You can also set s_overrideParmsMode to 2 to get a console message if there is a difference between old and new behavior.

  • Like 3
Posted
13 hours ago, Daft Mugi said:

You could try setting s_overrideParmsMode cvar to 0 as a test. If it works again, you'll know to change one of the volume spawnargs to make it work when s_overrideParmsMode is set to 1. For 2.13 missions, s_overrideParmsMode should be set to 1.

You can also set s_overrideParmsMode to 2 to get a console message if there is a difference between old and new behavior.

No dice with the debug cvar, unfortunately. s_overrideParmsMode 2 didn't give me any console logs, and 0 didn't cause the sound to play. I also tried to set s_volume to -1 in the speaker, just to ensure that it had a non-zero/non-default value, and it already has a s_mindistance and s_maxdistance that look reasonable based on the editor's circles.

It sure seems like it ought to be in the neighborhood of the issue you posted, though - I imagine I was leaning on some unseen defaults that were silently working here since I'm quite new to DarkRadiant.

Anything else I can try/should look at? Would posting my .map file, or trying to make a minimal .map (since mine is more than the 500kb forum limit) to reproduce this be helpful?

Posted (edited)
51 minutes ago, chumbucket91 said:

trying to make a minimal .map (since mine is more than the 500kb forum limit) to reproduce this be helpful?

Just sat down to do this and, indeed, all it takes is two boxes connected by a hallway, a couple lights, a trigger in the hallway connected to a gui message and a speaker, and the speaker is supposed to play mission_start with s_omni 1 and s_waitfortrigger 1 . Message appears, sound doesn't play but appears with the debug drawing.

Not sure how much more I can pare this down, although the gui message might be superfluous as well? I left it in to make it obvious when the trigger activates. Let me know if there's anything else I can do to help.

speaker_trigger_bug_reproducer.map

Edited by chumbucket91
  • Thanks 1
Posted
5 hours ago, chumbucket91 said:

Just sat down to do this and, indeed, all it takes is two boxes connected by a hallway, a couple lights, a trigger in the hallway connected to a gui message and a speaker, and the speaker is supposed to play mission_start with s_omni 1 and s_waitfortrigger 1 . Message appears, sound doesn't play but appears with the debug drawing.

I looked into it with debugger.

The mission_start sound shader does not run because it has "private" keyword, which means that only the entity which emits it can hear it. In your case "speaker_1" is the emitting entity, so player does not hear it.

Now I see that only mission-related sounds have this keyword, and I wonder why is it even needed. I suppose it was necessary in Doom 3 multiplayer to make sure only local player hears some sounds he emits. But does it make any sense in TDM? Perhaps comment out all the "private" flags?

  • Thanks 1
Posted (edited)
25 minutes ago, stgatilov said:

The mission_start sound shader does not run because it has "private" keyword, which means that only the entity which emits it can hear it. In your case "speaker_1" is the emitting entity, so player does not hear it.

Now I see that only mission-related sounds have this keyword, and I wonder why is it even needed. I suppose it was necessary in Doom 3 multiplayer to make sure only local player hears some sounds he emits. But does it make any sense in TDM? Perhaps comment out all the "private" flags?

...weird. Well, setting private to 0 in darkradiant on the given speaker didn't cause the sound effect to play, but there is a different sound shader (ambient/ambience/hit_low01) that plays an identical sounding (to me) .ogg file and seems to work just fine. I was worried it was affecting all triggered sounds or something like that.

Any reason to think this might have specifically cropped up in 2.13? Otherwise, I guess I have my sound effect so I'm all set.

Edited by chumbucket91
Posted
4 minutes ago, chumbucket91 said:

Well, setting private to 0 in darkradiant on the given speaker didn't cause the sound effect to play, but there is a different sound shader (ambient/ambience/hit_low01) that plays an identical sounding (to me) .ogg file and seems to work just fine.

@chumbucket91, There are entity spawnargs, they start with s_, e.g. "s_volume".
And there are equivalent sound shader keywords which look like "volume".
However, "private" keyword is a bit special because it does not exist as spawnarg, it can only be set in sound shader.

Quote

Any reason to think this might have specifically cropped up in 2.13?

I did not see any in the code.
But as @Daft Mugi noticed, there could be some changes because of the new way these settings interact/override between entity and sound shader.

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