Have you set the sound limit to something higher than 2? This sounds like the remaining sector sounds get stopped by that as both slots are taken by sector 1.
Re: Problem with sound for moving floor/ceiling
Posted: Wed Apr 27, 2011 22:23
by Enjay
Well, I don't know why this happens (something to do with $limit values in sndinfo?) but I can load the map up in a Zdoom version as old as 1.23 b33 and still get the problem.
Re: Problem with sound for moving floor/ceiling
Posted: Thu Apr 28, 2011 2:01
by Kappes Buur
Graf Zahl wrote:Have you set the sound limit to something higher than 2? This sounds like the remaining sector sounds get stopped by that as both slots are taken by sector 1.
I have set Sound Channels to 128 in the Options.
But I guess that sound limit is something different. Where do I set that ?
I have been playing with the script some more and finally settled on inserting some delays, which resulted in an acceptable compromise.
There is just a slight change in sound intensity.
You set the limit with the $limit command in SNDINFO. It has nothing to do with sound channels.
Re: Problem with sound for moving floor/ceiling
Posted: Thu Apr 28, 2011 20:25
by Kappes Buur
Ah, okay.
Could this sound problem be classified as a bug, then ?
If yes, then I will reissue it in the Bug section.
Re: Problem with sound for moving floor/ceiling
Posted: Thu Apr 28, 2011 21:58
by Graf Zahl
No, it's fully intentional that the default setting for this is 2. Im most cases such sounds tend to drown everything else so they have to be restrained this way.
When Randy removed the limiting feature at the time he transitioned the sound code to FModEx there was a huge outcry because the result was an utter mess so he had to reimplement the feature. Have fun reading the thread over at ZDoom.org.