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Sound problem with hidden repeating floor sectors

PostPosted: Thu May 27, 2021 12:13 pm
by Edward Pirringdat
I've been looking for a solution on this but couldn't find it, sorry if it's explained somewhere else. On newer releases of GZDoom I've encountered some strange audio crackling in specific areas. It always happen the same way: some hidden sector has a "crusher-like" floor with reduced height so it repeat quickly to simulate the crusher sound. The source (crusher floor) emits a very loud "eletric" grinding sound and the crusher sound is usually located on some target nearby and works fine; the problem is the loud sound on the source. I've encountered it in very few areas but it is quite distressing. I found it on TNT maps 08 (after you grab the red key and press the switch to reveal the TNT logo before the last room) and 19 (when you press the switch on a room with tiny boxes and they start moving; adjacent to the big storage room). I also came across it on the first map of Unholy Realms, and this one is the worse I found so far; it is easy to replicate too because it's just outside the first door, on the fountain, it seems to be triggered by a linedef around the start point, as the noises begin as soon as you walk out of it. It seems like the crusher floor is stuck or something. It's there a solution on my end? I've tried messing around with audio settings, turned on and off pratically every option and it doesn't affect it.

Re: Sound problem with hidden repeating floor sectors

PostPosted: Fri May 28, 2021 1:46 am
by _mental_
This is how those maps are designed. For example, PrBoom+ exhibits the same issue. It sounds a bit different from GZDoom, but the noise is still rather annoying.

Re: Sound problem with hidden repeating floor sectors

PostPosted: Fri May 28, 2021 2:19 am
by Graf Zahl
You can hear such things in many older maps that emphasized hackish mapping over a good playing experience.

Re: Sound problem with hidden repeating floor sectors

PostPosted: Sat May 29, 2021 6:17 pm
by Augustus Babberdale
Oh, I see; thought it was something in particular causing the problem. Thanks for the answer.