I can confirm that the sounds are defined properly.
Minimal example: https://www.dropbox.com/s/4cqqutwbqzdpm ... g.pk3?dl=1
summon OrbOfProtection and summon QuadDamage and see that none of the sounds are playing as they should be.
Oddly my DoEffect sounds work fine with A_StartSound. I have no idea why they aren't working otherwise though.
EDIT: I think I found the problem. A_StartSound instances in the Powerups department didn't get their flags updated:
Code: Select all
if (Owner != null && newdamage < damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
Code: Select all
if (Owner != null && newdamage < damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, CHANF_DEFAULT, 1.0, ATTN_NONE);