A_SpawnFly's customized fog parameter sound weirdness

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Expand view Topic review: A_SpawnFly's customized fog parameter sound weirdness

Re: A_SpawnFly's customized fog parameter sound weirdness

by Edward-san » Sun Sep 13, 2015 11:42 am

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

Re: A_SpawnFly's customized fog parameter sound weirdness

by Gez » Sun Sep 13, 2015 8:03 am

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.

Re: A_SpawnFly's customized fog parameter sound weirdness

by Blue Shadow » Sun Sep 13, 2015 7:41 am

My guess would be because of A_SpawnSound; much like A_SpawnFly, it calls SpawnFly() with its own hardcoded fog actor and sound.

A_SpawnFly's customized fog parameter sound weirdness

by Edward-san » Sat Sep 12, 2015 7:30 pm

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?

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