[????-r3131]Death sounds are mute in Heretic/Hexen

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Edward-san
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[????-r3131]Death sounds are mute in Heretic/Hexen

Post by Edward-san »

From this tracker in Skulltag:
Reporter's Description wrote: When you kill yourself (to make the gib animation), it doesn't have any sound.
[...]
This happens ONLY in Heretic and HeXen
In Doom works fine
Reporter's Steps to Reproduce wrote: Load Heretic or HeXen
Select any class (if in HeXen)
Type Kill in console to kill yourself
You will notice there is no death sound
Reporter's note wrote: yep, happens as well in GZDoom 323
it ALSO happens in Zdoom 2.5.0
Reporter's note wrote: Tested with ZDoom r3131
Happends here as well.
Reporter's note wrote: yeah, I did with a clean .ini file
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wildweasel
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Re: [????-r3131]Death sounds are mute in Heretic/Hexen

Post by wildweasel »

Hmm - do Heretic or Hexen define a *gibbed for their players in Sndinfo?
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Graf Zahl
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Re: [????-r3131]Death sounds are mute in Heretic/Hexen

Post by Graf Zahl »

They don't have to. *xdeath can also be used.
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NeuralStunner
 
 
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Re: [????-r3131]Death sounds are mute in Heretic/Hexen

Post by NeuralStunner »

A_PlayerScream is called within the first XDeath frame (unlike DoomPlayer which calls A_XScream in the second frame). As a result, it won't play the sound while the console is open.

Use the following:
- Open the console.
- Enter the following:

Code: Select all

wait 1; Kill
- Close the console.
- "Bleeegh..."

My workaround (to a seemingly minor problem) is to use this simple alias:

Code: Select all

Alias Die "wait 1; Kill"
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Graf Zahl
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Re: [????-r3131]Death sounds are mute in Heretic/Hexen

Post by Graf Zahl »

Thanks for that info. Case closed, then.
Edward-san
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Re: [????-r3131]Death sounds are mute in Heretic/Hexen

Post by Edward-san »

Reporter's Note wrote:ah ok. sorry but I just want to say that it was working before 98a, I swear
So he's saying that it worked in r622.

But is it intentional?
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Graf Zahl
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Re: [????-r3131]Death sounds are mute in Heretic/Hexen

Post by Graf Zahl »

Yes, in older revisions the sound was handled differently which could result in different behavior while the game is paused (as in the console)
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