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?
A_SpawnFly's customized fog parameter sound weirdness
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Re: A_SpawnFly's customized fog parameter sound weirdness
My guess would be because of A_SpawnSound; much like A_SpawnFly, it calls SpawnFly() with its own hardcoded fog actor and sound.
Re: A_SpawnFly's customized fog parameter sound weirdness
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.
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Re: A_SpawnFly's customized fog parameter sound weirdness
indeed, removing A_SpawnSound removes the problem, though I'm surprised that A_SpawnSound executes also SpawnFly code ... anyways, thanks for the help!