dsempty interrupts playing sounds

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Guest

dsempty interrupts playing sounds

Post by Guest »

If a sound is defined as dsempty, it will still interrupt playing sounds on the given channel.

http://edthebat.com/doom/dsemptytest.pk3
In this demo, press Use against the wall to begin a sound, then jump (not just walk off) from the ledge onto the floor below. The silenced landing sound will still stop the Use sound

Tested with gzdoom-x64-g4.6pre-20-g51adcd45e (most recent at time of this writing)
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: dsempty interrupts playing sounds

Post by Graf Zahl »

That's because dsempty is not 'no sound' but just a silent sound. The engine never checks its content, but since what you define is not sound index 0 it is still being treated as a valid sound by the high level code.
Guest

Re: dsempty interrupts playing sounds

Post by Guest »

It used to work like that for years. If that's changing, then is there a new way to have 'no sound' defined?

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