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Nuclear Dawn > General Discussions > Topic Details
Dmitriy Feb 20, 2013 @ 4:43am
Some bugs with structures' idle loop sounds
When adding soundscapes into my map I have found a couple of bugs in Nuclear Dawn sound system. Bugs include:
1. Playing an idle sound of a structure before it was placed to build
2. Playing 3 same idle sounds from one structure after it was built.
3. Playing idle structure's sounds after the structure have been sold.

I was testing only 1 structure, a Wireless Repeater.
There are obviously some sound bugs with Bunker sounds. Seems like that Transport gates, Assembler and Bunker share a same sound. I have renamed the ct_hq_loop_1.wav to be able to test the repeater without other sounds.

I've recorded a video on topic and currently uploading it, will post a link to it later.
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Dmitriy Feb 20, 2013 @ 5:54am 
http://youtu.be/yVn0uZdCu6I

There are 3 prop_dynamic entities in my map, so don't pay attention on their ambient sounds. I have also disabled Empire sounds by renaming their folder.

Hope this will be fixed in the near time because currently these ambient sounds are pretty much mixed into one big din.
Last edited by Dmitriy; Feb 20, 2013 @ 5:57am
Dmitriy Feb 20, 2013 @ 6:25am 
Just checked out the bunker idle sounds. It is played by transport gate entity and also 3 different sounds from 2 transport gates:


] snd_dumpclientsounds
01 SERVER l(035) c(000) r(074) rl(000) rr(000) vol(126) pos( -1080 -1080 1) timeleft(1.000000) looped(1) structures\consortium\bunker\ct_hq_loop_1.wav chan:0 ent(107):CNDTransportGate
02 SERVER l(012) c(000) r(084) rl(000) rr(000) vol(126) pos( -1080 -1620 1) timeleft(1.000000) looped(1) structures\consortium\bunker\ct_hq_loop_1.wav chan:0 ent(106):CNDTransportGate
03 SERVER l(035) c(000) r(074) rl(000) rr(000) vol(126) pos( -1080 -1080 1) timeleft(1.000000) looped(1) structures\consortium\bunker\ct_hq_loop_1.wav chan:0 ent(107):CNDTransportGate
Dmitriy Feb 20, 2013 @ 7:04am 
And one more thing. Seems like you don't play the sound using soundscript and play it directly by WAV file path. I've experimented with game_sounds_structures.txt and wanted to make Wireles Repeater sound volume and soundlevel lower. I changed this script.
"ct_reactor_idle"
{
"channel" "CHAN_AUTO"
"volume" "0.05"
"soundlevel" "SNDLVL_25dB"

"wave" "structures/consortium/reactor/ct_reactor_idle.wav"
}
After this I made snd_rebuildaudiocache and restarted the game. Nothing changed.
Sexy Iron Maiden Feb 20, 2013 @ 8:17am 
May I commend you on your grammar sir!
psychonic  [developer] Feb 20, 2013 @ 8:48am 
We'll check it out when time permits. Thanks.
Last edited by psychonic; Feb 20, 2013 @ 8:48am
Dmitriy Jul 9 @ 12:41pm 
Will this be looked at?
Do you know where thoose ear-ringing sounds are located Dmitriy?

Some people like myself may want to delete them entirely.
Last edited by ᵡᴳḽᴰ::Vertex; Jul 9 @ 1:54pm
Dmitriy Jul 9 @ 2:27pm 
from what I remember all looped sounds were bugged. Well it's not the sound files which are bugged but the game code which doesn't stop them or plays them incorrectly.

You can find file names by searching for *loop* or *idle* file name.
psychonic  [developer] Jul 9 @ 2:28pm 
Originally posted by Dmitriy:
Will this be looked at?
I'll look. I cannot promise a fix.

Originally posted by ᵡᴳḽᴰ::Vertex:
Do you know where thoose ear-ringing sounds are located Dmitriy?
Only the explosion is a sound. The ringing is a DSP effect.
Last edited by psychonic; Jul 9 @ 2:29pm
snd_restart doesn't properly restore voice chat and it crashes linux game clients when used. could those problems to be resolved, so people can safely use it to combat this issue?
Last edited by ᵡᴳḽᴰ::Vertex; Jul 9 @ 5:16pm
psychonic  [developer] Jul 9 @ 5:17pm 
Originally posted by ᵡᴳḽᴰ::Vertex:
snd_restart doesn't properly restore voice chat when used and it crashes linux game clients. could that issue to be resolved, so people can safely use it to combat this issue?
To combat what issue? snd_restart is pretty destructive.

If you want to reset the currently-enabled DSP effect, you can set the dsp_player client convar to 0.
Originally posted by psychonic:
Originally posted by ᵡᴳḽᴰ::Vertex:
snd_restart doesn't properly restore voice chat when used and it crashes linux game clients. could that issue to be resolved, so people can safely use it to combat this issue?
To combat what issue? snd_restart is pretty destructive.
The issue where the client's sound turns into nothing but an ear ringing grenade indefinitely. But apperently dsp_player 0 is a better solution to this. Thanks!

There's also major frame rate issues that occur more frequently on maps like Coast, that it entirely resets. I ran into these when running a lower proccessor frequency; due to load parrelization.

Edit: It would make more sense, if sound was on a seperate thread so it cannot do this.
Last edited by ᵡᴳḽᴰ::Vertex; Jul 9 @ 6:05pm
Alright, I made a new server plugin[github.com] to kill the grenade loop dsp effect after the client dies. Hopefully, this resolves the issue of grenade looping ringing ears indefinitely.
Dmitriy Jul 10 @ 1:49am 
this bug is not related to grenade explosion. I'm talking about looping sounds which come from structures. Take a look at video.
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