Code: Select all
class TestPistol : Pistol
{
States
{
Select:
PISG A 1 A_Raise;
PISG A 1 A_PlaySound("misc/teleport", CHAN_WEAPON);
PISG A 1 A_Raise;
Goto Select+2;
}
}
- Warp to any map.
- Type "give TestPistol" in the console. The pistol plays a teleporting sound when it is selected.
- Switch to another level by using the "changemap" console command, so that the weapons you are carrying are preserved.
- When the next level starts, the following may happen: First, you hear a very short part of the teleporting sound, for a fraction of a second. Then, the sound gets interrupted for a noticeable amount of time (a second at the very least) - this is probably when the screen wipe effect happens. After that, you hear the rest of the sound.
I also can't reproduce this in any number of iterations if I disable the screen wipe effect. It appears that the sound erroneously starts playing before the screen wipe happens, gets interrupted by it, and then continues from where it left off. Although this is only a theory, as I haven't looked at the code yet.