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I didn't know if I had to open a distinct "issue" for each one.
These bugs have been tested with engine and gamecode nightly builds from July 2016 (see this forum post). I haven't noticed changes related to them in these last months, so they should still be there.
Bug which affects both SDL and OpenAL modes. Specifying "[path]\filename.ogg" in target_speaker causes the game to search for "filename.ogg.wav" and "filename.ogg.ogg", but NOT for "filename.ogg"... I can guess searching for all three (or four, considering also "filename.wav") would be the "safer" solution.
Bug which affects OpenAL mode only. Stereo sound files (which in theory should not be used, but maybe somone used them anyway) are played at FULL VOLUME even if you go far from them (in SDL mode, they actually fade out as you go away, like mono sounds do in both modes).
Also, small differences I noticed between DSL and OpenAL modes are yellow warnings related to sounds:
In SDL mode, each time the music backgound track (worldspawn) re-starts, "warning: music is not 22k stereo" is shown. That is not shown in OpenAL mode. If that message has no need to exist anymore, it may be completely removed or may be shown only with "/developer 1", maybe...
In SDL mode, if it cannot find a sound file for target_speaker, there are warnings in console at map loading AND everytime the sound should have played. In OpenAL mode, only the warning at map loading applies. Which one is better?
I do not know if there are other entities capable of playing user-defined sound files.
The text was updated successfully, but these errors were encountered:
Another entity capable of playing user-defined sound files is func_bobbing, so I tried it (with recent engine and gamecode nightly builds).
Specifying "[path]\filename.ogg" in the "noise" key makes the game search for "filename.ogg" and "filename.wav", which seems good. Note: it does not for search for "filename.ogg.ogg" or "filename.ogg.wav".
The different behavior of target_speaker may mean that its "problem" is in gamecode?
I didn't know if I had to open a distinct "issue" for each one.
These bugs have been tested with engine and gamecode nightly builds from July 2016 (see this forum post). I haven't noticed changes related to them in these last months, so they should still be there.
Also, small differences I noticed between DSL and OpenAL modes are yellow warnings related to sounds:
I do not know if there are other entities capable of playing user-defined sound files.
The text was updated successfully, but these errors were encountered: