[4.3.3] Powerups no longer play sounds
Posted: Thu Jan 23, 2020 11:05 pm
When using the ActiveSound for PowerDamage, or the various sounds for PowerProtection, I no longer hear the sounds being emitted when the player gets hit (in the case of PowerProtection) or whenever your are attacking (with PowerDamage). They worked before... I think this is a regression related to the A_StartSound and related stuff as I know it worked before.
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:
should be
EDIT 2: I can confirm this is indeed the problem after fixing the ZScript on my project's side. Several A_StartSound calls are omitting the flags parameter.
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);