dsempty interrupts playing sounds

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dsempty interrupts playing sounds

Postby Nell Pezzletan » Fri Dec 04, 2020 3:13 pm

If a sound is defined as dsempty, it will still interrupt playing sounds on the given channel.

In this demo, press Use against the wall to begin a sound, then jump (not just walk off) from the ledge onto the floor below. The silenced landing sound will still stop the Use sound

Tested with gzdoom-x64-g4.6pre-20-g51adcd45e (most recent at time of this writing)
Nell Pezzletan

Re: dsempty interrupts playing sounds

Postby Graf Zahl » Sat Dec 05, 2020 4:35 am

That's because dsempty is not 'no sound' but just a silent sound. The engine never checks its content, but since what you define is not sound index 0 it is still being treated as a valid sound by the high level code.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: dsempty interrupts playing sounds

Postby Cornelius Snodhood » Sat Dec 05, 2020 10:46 am

It used to work like that for years. If that's changing, then is there a new way to have 'no sound' defined?
Cornelius Snodhood

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