I think I am loading all the required resource files.
Wiki Page

UDB

The unlisted items certainly seem to work if I type in the arguments myself.
Not on UDB's side. Even if they were added to the UDB configs they would be overwritten by the existance of the reverbs.txt (like also happens with LOCKDEFS etc.). You could try to put a reverbs.txt with the missing ones into your resources.
Well, I've just added a resource PK3 that only contains a minimal reverbs file for the missing entries. I think I got them all. I was going cross-eyed hopping between GitHub and the Wiki.
Code: Select all
"Off" 0 0
{}
"Alley" 14 0
{}
"Arena" 9 0
{}
"Auditorium" 6 0
{}
"Bathroom" 3 0
{}
"Carpetted Hallway" 11 0
{}
"Cave" 8 0
{}
"City" 16 0
{}
"Concert Hall" 7 0
{}
"Dizzy" 24 0
{}
"Drugged" 23 0
{}
"DSP Water" 255 255
{}
"Forest" 15 0
{}
"Generic" 0 1
{}
"Hallway" 12 0
{}
"Hangar" 10 0
{}
"Living Room" 4 0
{}
"Mountains" 17 0
{}
"Padded Cell" 1 0
{}
"Parking Lot" 20 0
{}
"Plain" 19 0
{}
"Psychotic" 25 0
{}
"Quarry" 18 0
{}
"Room" 2 0
{}
"Sewer Pipe" 21 0
{}
//may be wrong
"Sewer Pipe 2" 21 2
{}
//may be wrong
"Sewer Pipe 3" 21 3
{}
"Stone Corridor" 13 0
{}
"Stone Room" 5 0
{}
"Underwater" 22 0
{}
The colors are not in the config, they are hard-coded. Same sound environment types will always have the same color. But there are only 24 colors defined, and since there could be 65536 different environment types different types will also share the same color.Enjay wrote: ↑Wed Mar 26, 2025 10:48 am Still on sound environments...
Environment zone colours
I was wondering if there was any way to change/configure the colours that get allocated to a ZDoom sound environment area?
Most of the time it's fine, but I was just working on a map where the sound environments that I wanted to use all had the same (or very similar(?)) colour allocated to them - a medium-dark blue. It made it a little tricky to spot where one area stopped and the next one started when zooming out to get an overview of the map. (Also, I find the light grey-blue colour that short passages get to be quite close in colour to the default grey for no altered sound.) If I could have tweaked the colours, it would have been easier.
I've had a look through the config files and the options, but I didn't spot anything. That doesn't mean it's not there, of course, merely that I didn't see it. No big deal if it can't be done. I just thought I'd ask.
Make sure to check out the sound leak finder, if you haven't done so already: https://www.youtube.com/watch?v=MH8t1BDC60MEnjay wrote: ↑Wed Mar 26, 2025 10:48 am General enthusiasm
BTW, I absolutely LOVE editing sound environments and sound propagation in UDB. Doing it "oldschool" was always difficult, and it was very hard to spot leaks caused by split sectors or barely noticeable very short lines or whatever. I was never 100% confident that I'd managed to set things up how I wanted, especially when revisiting an older map where I hadn't built-in such features from the outset. However, the two "ear modes" in UDB make editing these things an absolute breeze. It's so satisfying to click the final line and see an area grey out, knowing that I've definitely managed to isolate an area. So much better than continually dipping into the game to fire my pistol to check if it echoes, or if monsters wake up.
They are supposed to show, but thing transparency is somehow screwed. So it's a bug, but it's not rooted in the Sound Environment Mode, but a general problem. I think it's related to this one: https://github.com/UltimateDoomBuilder/ ... ssues/1064Enjay wrote: ↑Wed Mar 26, 2025 10:48 am 1) While in ZDoom sound environments mode, it would be useful to see where things other than sound environment actors are. I can still see model-based actors (because the model mesh is drawn), but all other things are invisible. I understand why this is - it would be bad to have the clutter of all the things on the map visible when editing sound environments, but it does mean that it is very easy to right-click and place a sound environment thing in the same position as another actor. That's not a problem for the game, but if I then go into regular editing mode, several things being on top of each other can make it hard to spot what I am looking for. Of course, I wouldn't want the other things to be drawn at full opacity either - that would just get confusing and far too busy in sound propagation mode. So, if some sort of subdued/greyed/translucent rendering of them could be done, just to know that there is something there, it would be really helpful.
It only adds lines that belong to an sound environment, but not all the other lines, so that's a bug.Enjay wrote: ↑Wed Mar 26, 2025 10:48 am 2) Line colours. When in sound environments mode, if you click a line (to make it a sound boundary) it turns red. All good. However, if a sound environment thing has not yet been placed in an area, and you click lines within that area, they still change to have the sound boundary flag, but there is no visual representation of this in sound environment mode. I think it would be useful if sound boundaries remained red (i.e. current behaviour) but other lines with the sound boundary flag were highlighted in some other colour - so you know it's got the flag, but it isn't actually doing anything (yet).
Without the exact error message it's indeed not possible to look into it.Enjay wrote: ↑Wed Mar 26, 2025 10:48 am Error
Also, for what its worth (not much, I know), while working with sound environments I have twice had one of those error dialogues that tell you there is a problem and gives you the option to exit or continue. Unfortunately, I didn't have the presence of mind to save the details either time. I just pressed continue, saved my file, quit and restarted and everything was fine. The first one really took me by surprise because it's a very long time since I last saw one of them.
To put it in context, I have spent a lot of time editing sound environments over the last week or so (many, many hours) and I have literally only had this twice (once three or four days ago, and again half an hour ago). So, it hasn't been a major problem, but it has happened. However, without more information (from me) I realise that this not-really-a-report is pretty useless.
Code: Select all
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce RTX 2060
UDB: R4217
Platform: x64
********EXCEPTION DETAILS********
Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at CodeImp.DoomBuilder.SoundPropagationMode.SoundEnvironmentMode.Highlight(Sector s) in c:\build\UltimateDoomBuilder\Source\Plugins\SoundPropagationMode\SoundEnvironmentMode.cs:line 101
at CodeImp.DoomBuilder.SoundPropagationMode.SoundEnvironmentMode.OnMouseMove(MouseEventArgs e) in c:\build\UltimateDoomBuilder\Source\Plugins\SoundPropagationMode\SoundEnvironmentMode.cs:line 446
at CodeImp.DoomBuilder.Windows.MainForm.display_MouseMove(Object sender, MouseEventArgs e) in c:\build\UltimateDoomBuilder\Source\Core\Windows\MainForm.cs:line 1214
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
It wasn't related to that issue. But the thing transparency was still wrong - it was applied twice. Besides that I also changed the alpha value of the things, so they should be rendered the same as things in modes other than Things Mode.boris wrote: ↑Wed Mar 26, 2025 2:47 pmThey are supposed to show, but thing transparency is somehow screwed. So it's a bug, but it's not rooted in the Sound Environment Mode, but a general problem. I think it's related to this one: https://github.com/UltimateDoomBuilder/ ... ssues/1064Enjay wrote: ↑Wed Mar 26, 2025 10:48 am 1) While in ZDoom sound environments mode, it would be useful to see where things other than sound environment actors are. I can still see model-based actors (because the model mesh is drawn), but all other things are invisible. I understand why this is - it would be bad to have the clutter of all the things on the map visible when editing sound environments, but it does mean that it is very easy to right-click and place a sound environment thing in the same position as another actor. That's not a problem for the game, but if I then go into regular editing mode, several things being on top of each other can make it hard to spot what I am looking for. Of course, I wouldn't want the other things to be drawn at full opacity either - that would just get confusing and far too busy in sound propagation mode. So, if some sort of subdued/greyed/translucent rendering of them could be done, just to know that there is something there, it would be really helpful.