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)
dsempty interrupts playing sounds
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
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Re: dsempty interrupts playing sounds
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.
Re: dsempty interrupts playing sounds
It used to work like that for years. If that's changing, then is there a new way to have 'no sound' defined?