[Not a bug] CHAN_NOSTOP not working at all

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CHAN_NOSTOP not working at all

Postby AtomicLugia » Tue May 01, 2018 2:16 pm

I was working on a replica of the heavy machine gun from Soldier of Fortune for my Zandronum mod (also works on GZDoom) but there's a issue going on with the sound. I want the firing sound to be sequenced exact like in SoF (the shoot sound should be overlapped not be resetted or limited). So I use this:
Code: Select allExpand view
      HVMG C 0 Bright A_PlaySound("HeavyMG/Fire",4096)

It kinda worked on Zandronum but when I use the footsteps mod, it interferes with the shooting sounds. Even without the footstep sounds mod, it sometimes doesn't work. But when I use this in the most recent GZDoom version, it doesn't work at all, even without footsteps. I tried this method:
Code: Select allExpand view
      HVMG C 0 Bright A_PlaySound("HeavyMG/Fire",CHAN_WEAPON|CHAN_NOSTOP)

But this didn't work either. Is this a bug or did I something wrong?

The footsteps mod I mentioned can be found here. (I used the Zandronum version)
The gun can be grabbed here. Just open it with GZDoom, select DOOM or DOOM II, start a level and type "give heavymg" via console.
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AtomicLugia
A cyan Yoshi with a M249
 
Joined: 06 Oct 2016
Location: Germany

Re: CHAN_NOSTOP not working at all

Postby Blue Shadow » Thu May 03, 2018 3:16 am

I tested the weapon alone with GZDoom 3.3.2. The flag seems to behave as expected: while the firing sound is playing, no other instances of itself (those with CHAN_NOSTOP set) play on that channel, and thus the sound plays fully without being overridden or interrupted by those instances.
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Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: CHAN_NOSTOP not working at all

Postby AtomicLugia » Thu May 03, 2018 10:30 am

Is there a way to bypass it?
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AtomicLugia
A cyan Yoshi with a M249
 
Joined: 06 Oct 2016
Location: Germany


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