Now, I'm quite prepared to accept that this might be a feature rather than a bug, but moving platforms seem to make their sound from the height of their floor - which is different to before. The effect of this is that some platforms will seem to be silent for part of their movement if their floor is a long way away from the player.
Consider the attached file. If you play it in Zdoom 2.2.0 (or any other port that can handle a 1024 height difference between 2 sectors) when you use the lift in front of the start point, you hear it starting to move. If you play it in the recent SVN versions, you don't hear it starting to move because the sound is coming from so far away. When the lift stops, you hear that just fine because it is right beside you.
The platform behind you shows another manifestation of the same thing. This time, the platform uses a floor lower special. In Zdoom 2.2.0, you hear it all the time that it is moving. In recent versions, use it and it seems to start moving silently. However, as it gets lower the sound gets louder and louder as the floor of the sector approaches your position.
Personally, I'm not sure, but I maybe quite like the effect. However, it is a difference and perhaps an unwanted one, so there you have it.
rAnywithnewsoundcode - Lift sounds
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Re: rAnywithnewsoundcode - Lift sounds
in r1035 (linux build) i can hear it starting though
it sounds absolutely the same as always
it sounds absolutely the same as always
Re: rAnywithnewsoundcode - Lift sounds
I had been meaning to mention it for a few weeks now but it doesn't matter anymore. It looks like it was fixed for r1034. Timing eh? 

Re: rAnywithnewsoundcode - Lift sounds
Huh. This actually sounds like a somewhat useful effect, though I wouldn't want it to be the norm for existing maps. Maybe an option could be added so mappers could control where the sound originates?
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
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Re: rAnywithnewsoundcode - Lift sounds
There was no usefulness. The old code just got it wrong.