[0.7.1 DUKE] Looping sounds loop indefinitely
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[0.7.1 DUKE] Looping sounds loop indefinitely
Not sure if this is related to the bug [0.6.0-485-g5330964a7a] Duke 3D door sound sync, but throughout Duke3d there are quite a few doors and lifts that never stop their looping sounds when they stop moving. The first example can be found immediately in E1L2 with the rolling door to your left. When I open it, it never stops the rolling sound after the door stops moving.
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Re: [0.7.1 DUKE] Looping sounds loop indefinitely
Can confirm, the E1L2 adult video store door sound loops indefinitely.
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- Lead GZDoom+Raze Developer
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Re: [0.7.1 DUKE] Looping sounds loop indefinitely
Fixed. I wanted to be too thorough with validation here and as a result missed the case where an invalid sound was passed in to just stop the old one.
Figures somehow that Duke used a 'play sound' function to stop a sound...
Figures somehow that Duke used a 'play sound' function to stop a sound...
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Re: [0.7.1 DUKE] Looping sounds loop indefinitely
Ahh, Build.Graf Zahl wrote:Fixed. I wanted to be too thorough with validation here and as a result missed the case where an invalid sound was passed in to just stop the old one.
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- Lead GZDoom+Raze Developer
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Re: [0.7.1 DUKE] Looping sounds loop indefinitely
This thing again highlighted the biggest design fuckup in the Build engine:
It only concerned itself with rendering and basic map physics but had all its data structures condensed to the point where implementing games had no space left to properly implement map actions so ugly workarounds were inevitable.
It only concerned itself with rendering and basic map physics but had all its data structures condensed to the point where implementing games had no space left to properly implement map actions so ugly workarounds were inevitable.