0000061: Player Jump Sound is Always Pitch-Shifted

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0000061: Player Jump Sound is Always Pitch-Shifted

Postby MTrop » Sun Apr 30, 2017 3:11 pm

https://mantis.zdoom.org/view.php?id=61
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Summary   0000061: Player Jump Sound is Always Pitch-Shifted
Description   Any sound assigned to a player's jump sound via SNDINFO is always pitch-shifted, regardless of whether or not it is exclusively referred to in SNDINFO via "$pitchshift" or placed after a "$pitchshiftrange 0" statement. Weird thing is, it does not happen for any other player sound.

Pitch shifting sounds is turned on in options.
Steps To Reproduce   Run GZDoom (v2.3.2) with square1.pk3 as an IWAD. Start the game. Jump around. Get hurt. Land on things. Only the jump sound appears to be pitch-shifted, while others are not, despite the SNDINFO saying so. Or maybe others are as well, and I haven't noticed?
MTrop
 
Joined: 08 Jul 2013

Re: 0000061: Player Jump Sound is Always Pitch-Shifted

Postby Graf Zahl » Sun Apr 30, 2017 3:12 pm

I can see where it comes from but you are still out of luck.

This just inherits the setting from the original *jump definition inside gzdoom.pk3.
Unfortunatly I have no clue how this player sound stuff is supposed to work, it's all black voodoo that never was properly documented. The change comes from properly getting the pitch from the outermost definition that is being played, the old code did not do that and got the pitch from the referenced sound which was 0.
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Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: 0000061: Player Jump Sound is Always Pitch-Shifted

Postby MTrop » Sun Apr 30, 2017 3:12 pm

Thanks, Graf. Glad to know I'm not just hearing things. :)

So what are my options, here? Is there something I can do on my end to ensure proper behavior until a fix is in place?
MTrop
 
Joined: 08 Jul 2013

Re: 0000061: Player Jump Sound is Always Pitch-Shifted

Postby Graf Zahl » Sun Apr 30, 2017 3:12 pm

Sadly right now I have no idea. Even overriding the pitch for the correct sound does not work, and as I said, the code is rather obtuse and never was documented. I frankly have no idea yet what Randi was doing here, the system is extremely overcomplicated and something I'd remove in a heartbeat if there wasn't so much stuff depending on it.
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Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: 0000061: Player Jump Sound is Always Pitch-Shifted

Postby MTrop » Tue Nov 07, 2017 10:37 pm

I'm bumping this thread to let you guys know that this issue is not present in GZDoom 3.1.0 and above.

So... fixed? I guess?
MTrop
 
Joined: 08 Jul 2013

Re: 0000061: Player Jump Sound is Always Pitch-Shifted

Postby MTrop » Mon Nov 13, 2017 10:47 pm

Sorry - this isn't fixed. I had "Randomize Pitches" off.

Still broken in 3.2!
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Joined: 08 Jul 2013


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