Difference between revisions of "Heretic ambient sounds stop playing"

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This happens because the "drops" sounds have random delay stages in their sequences. These delays range from 0 [[tic|tics]] to a certain positive amount. If the random picker chooses 0 tics, then from that moment all the global sounds will stop playing. This happens because of a wrap-around error in the logic.
 
This happens because the "drops" sounds have random delay stages in their sequences. These delays range from 0 [[tic|tics]] to a certain positive amount. If the random picker chooses 0 tics, then from that moment all the global sounds will stop playing. This happens because of a wrap-around error in the logic.
  
All [[source port|ports]] which aim for demo compatibility with Heretic need to emulate this issue.
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All [[source port|ports]] which aim for [[demo]] compatibility with Heretic need to emulate this issue.
  
 
==Designer workaround==
 
==Designer workaround==

Revision as of 09:07, 3 October 2020

In Heretic, if the "drops" ambient sounds are used, all global sounds will cease playing after a while.

Explanation

This happens because the "drops" sounds have random delay stages in their sequences. These delays range from 0 tics to a certain positive amount. If the random picker chooses 0 tics, then from that moment all the global sounds will stop playing. This happens because of a wrap-around error in the logic.

All ports which aim for demo compatibility with Heretic need to emulate this issue.

Designer workaround

If you want global ambient sounds to keep playing in your map throughout its entire duration, avoid using "drops" ambient sounds. All other ambient sounds are safe from this error.