A_SpawnFly's customized fog parameter sound weirdness

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Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

A_SpawnFly's customized fog parameter sound weirdness

Post by Edward-san »

See the example wad from the zandronum tracker, here.

Load doom2 map30, enter the arena, wake the boss brain, then watch the cubes going to their destination points. After reaching it, the reproduced sound should be the 'archvile fire' one, but in some circumstances I don't know, the reproduced sound is the 'teleport fog' one, the default.

Did I do something wrong with the example wad?
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

Re: A_SpawnFly's customized fog parameter sound weirdness

Post by Blue Shadow »

My guess would be because of A_SpawnSound; much like A_SpawnFly, it calls SpawnFly() with its own hardcoded fog actor and sound.
Gez
 
 
Posts: 17942
Joined: Fri Jul 06, 2007 3:22 pm

Re: A_SpawnFly's customized fog parameter sound weirdness

Post by Gez »

Yes, you use A_SpawnSound here and it is a combined play sound + spawn fly function, not just a sound function. So, [not a bug], sorry.
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: A_SpawnFly's customized fog parameter sound weirdness

Post by Edward-san »

indeed, removing A_SpawnSound removes the problem, though I'm surprised that A_SpawnSound executes also SpawnFly code ... anyways, thanks for the help!
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