Ending a level...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Deathlike2
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Ending a level...

Post by Deathlike2 »

When you flip a switch to end a level, the switch noise seems to get cut off... is this a bug or something else?
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Graf Zahl
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Post by Graf Zahl »

It's a problem with the way sound works. The level is over and all kind of stuff gets reset. That includes the sound system.
Deathlike2
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Post by Deathlike2 »

Is there any way to avoid that? ZDoom doesn't seem to exhibit this problem...

I would think you could hold off on what you are doing and play/finish playing the sound before doing what needs to be done...
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Enjay
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Post by Enjay »

This has existed in many forms in many ports since Doom.exe (including Zdoom). Sometimes you hear the sound, sometimes it gets cut off and sometimes you don't hear it at all. It's a minor cosmetic nicety IMO and I can certainly live with it, especially if "fixing" it slows down something else like level transition or something.
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Post by smg m7 »

Well, make the switch trigger a script with a delay code that goes the length of the sound and then ends the level.
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wildweasel
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Post by wildweasel »

smg m7 wrote:Well, make the switch trigger a script with a delay code that goes the length of the sound and then ends the level.
Do you have any idea how annoying that would get sometimes (on certain wads with really long dsswtchx lumps, like rip-off.wad)?
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Post by smg m7 »

True, but if it's just a small issue. I've never had trouble with it, but I just thought itd be an easy fix.
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