SNDINFO Not playing sounds for revenant or evil marines

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REVonZdoom
Posts: 17
Joined: Mon Jul 10, 2017 8:03 pm

SNDINFO Not playing sounds for revenant or evil marines

Post by REVonZdoom »

I've been picking up the mantle of updating Hellwalker ever since the main dev abandoned it for other projects. Most stuff I've been able to do on my own like fixing sprite glitches, replacing certain monsters and getting rid of others (fuck the forgotten one). I even came up with new ideas like having unwilling come out of possessed soldiers, and having pustule face huggers come out of chain gunners. but my current problem resides in the SNDINFO. I've done my best to try and figure out why, and I've even reached out to doom community discords with dedicated channels for such things (spoiler they don't help at all and said channels are basically dead unless someone big asks for help). I love this mod and want to make it better, but the coding is so full of spaghetti that I can't make heads or tails of the SNDINFO.

here is the mod in question:
https://www.mediafire.com/file/cusq9io1 ... n.rar/file


anyone willing to take a look or give me pointer to the right direction will be greatly appreciated.
Note: The Sound info and decorate are properly coded, but the sounds still don't play.
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Void Weaver
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Re: SNDINFO Not playing sounds for revenant or evil marines

Post by Void Weaver »

Do you can post actor which sound doesn't playback and its related SNDINFO lines?
REVonZdoom
Posts: 17
Joined: Mon Jul 10, 2017 8:03 pm

Re: SNDINFO Not playing sounds for revenant or evil marines

Post by REVonZdoom »

Void Weaver wrote:Do you can post actor which sound doesn't playback and its related SNDINFO lines?
Actor: D4Revenant

Decorate: Revenant.AED

Relevant Code:

Actor RevenantRocketFast : FastProjectile
{
Projectile
Speed 45
FastSpeed 60
Damage (random(30,60))
Radius 3
Height 6
Scale 0.5
SeeSound "Player/Demon/Revenant/Fire"
Decal "D4ExploScorchSmall"
+FORCEXYBILLBOARD
States

Actor: TrueEVM

Decorate: EvilMarine_New.AED

Relevant Code:

TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
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Void Weaver
Posts: 724
Joined: Thu Dec 18, 2014 7:15 am
Contact:

Re: SNDINFO Not playing sounds for revenant or evil marines

Post by Void Weaver »

W.T.F.?

Which sound doesn't plays?
In which actor's state specificly?

From this cropped code dump I can assume that you talk about this line: TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire"). If it so, then try to point specific sound channel in the function OR just set auto-channel, smth. like:

TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",0)//=TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",CHAN_AUTO)
OR
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",6)//=TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",CHAN_6)
REVonZdoom
Posts: 17
Joined: Mon Jul 10, 2017 8:03 pm

Re: SNDINFO Not playing sounds for revenant or evil marines

Post by REVonZdoom »

here's the full context of the missile code

Missile:
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_Jump(256,"Plasma")
TNT1 A 0 A_Jump(256,"Rocket")
TNT1 A 0 A_JumpIfCloser(256,"Shotty")
TNT1 A 0 A_Jump(64,"Plasma")
TNT1 A 0 A_Jump(64,"Rocket")
TNT1 A 0 A_JumpIfInTargetInventory("IsAnEvilMarine", 1, "WrongTarget")
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_Jump(200, "MissileLeft", "MissileRight")
ZLAY E 4 A_FaceTarget
TNT1 A 0 A_Jump(200,2)
TNT1 A 0 ThrustThingZ(0,45,0,1)
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
Goto ChasePlayer
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: SNDINFO Not playing sounds for revenant or evil marines

Post by _mental_ »

REVonZdoom wrote:The Sound info and decorate are properly coded, but the sounds still don't play.
No, it's not. The only place where Doom4/Weapon/Machinegun/Fire is referenced is line 10 of SNDINFO.AED:

Code: Select all

$alias				intermission/tick			Doom4/Weapon/Machinegun/Fire
Although, this sound is not defined anywhere. No surprise that it doesn't play.
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