Source Code Project Mantis - FSSCP
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0002489FSSCPsoundpublic2011-08-25 12:072011-10-02 07:07
ReporterMjnMixael 
Assigned ToThe_E 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version3.6.13 
Target VersionFixed in Version3.6.13 
Summary0002489: adjust-audio-volume doesn't affect subspace
DescriptionI created an in-mission jump through subspace and the player gets a certain amount of time in subspace to finish a task. After the allotted time, it fades to black and goes to a cutscene. With the fade to black, I have 3 adjust-audio-volume sexps for Music, Effects, and Speech fading them all to 0%. It works for all sounds except the in-subspace sound effect.
Additional InformationMission file included... Press Alt-X to execute a fade out. It will fade back after a few seconds.. can repeat in the same mission multple times.
TagsNo tags attached.
Attached Files? SubspaceTest.fs2 (4,726) 2011-08-25 12:07
http://scp.indiegames.us/mantis/file_download.php?file_id=1683&type=bug
? Asoundtest.fs2 (3,625) 2011-09-17 03:19
http://scp.indiegames.us/mantis/file_download.php?file_id=1692&type=bug
? Soundtest2.fs2 (3,991) 2011-09-17 19:13
http://scp.indiegames.us/mantis/file_download.php?file_id=1693&type=bug
diff AdjustLoopingAudioVolume.diff (5,329) 2011-10-01 19:13
http://scp.indiegames.us/mantis/file_download.php?file_id=1711&type=bug
diff AdjustLoopingAudioVolume2.diff (8,559) 2011-10-01 21:01
http://scp.indiegames.us/mantis/file_download.php?file_id=1712&type=bug

Notes
(0012825)
Cyborg17   
2011-09-17 03:19   
(Last edited: 2011-09-17 03:21)
The ambient Lucifer sound had the same problem. I tried testing several different things, like whether different destroyers would also break the sexp. But, it appears that the sound continues to play not because it is not affected by the sexp, but because it is looping at the same volume. As soon as the sound stops playing, it will fall under the sexp. Try the mission I've attached.

Essentially, looping sounds aren't affected until they stop playing.

(0012827)
MjnMixael   
2011-09-17 15:47   
I think you are confused. That sound is not coming from the destroyer, but it is related to the subspace effect.
(0012828)
Cyborg17   
2011-09-17 15:59   
(Last edited: 2011-09-17 16:00)
No, I know that the subspace sound will continue to sound after the sexp has triggered. But the same thing has also happened with destroyer hums. They continue even after the sexp activates but stop when the sound would stop normally in game. If subspace were turned off in a mission and then turned on again, according to what has happened with me, the subspace sound will stop playing and will no longer break the sexp.

Perhaps we're experiencing slightly different bugs related to the same sexp? Are you using Iss_Mneur's sound patch? I'm on R7723 without Iss_Mneur's sound patch.

(0012829)
MjnMixael   
2011-09-17 16:01   
Then you need to include a test mission with, you know, destroyers in it.. that hum...
(0012830)
Cyborg17   
2011-09-17 19:14   
All right, one has been uploaded. Sound sexp activates at 1 second. On my computer the hum sound continues until it is moved to 10000, 10000, 10000. And when it reappears it remains silent.
(0012869)
MjnMixael   
2011-09-30 16:30   
My experience with SoundTest2.fs2 is that the destroyer hums were definitely affected by the sexp.
(0012870)
Cyborg17   
2011-09-30 21:33   
Sounds like how we experience issue is directly related to the strength of each person's sound set up. I get both issues, and my sound card is integrated. Yours is probably a lot better than mine.

(0012872)
Eli2   
2011-10-01 19:14   
(Last edited: 2011-10-01 21:02)
I attached a fix for review.
Edit: second version of this patch

(0012873)
Eli2   
2011-10-01 21:16   
Cyborg17:
just to get you correctly, you set the volume for all effects to zero
with:
( adjust-audio-volume "Effects" 0 )

but you dont reset it to 100
how should the sound even play again ?
(0012874)
The_E   
2011-10-02 07:07   
Patch 2 committed to trunk revision 7847

Issue History
2011-08-25 12:07MjnMixaelNew Issue
2011-08-25 12:07MjnMixaelFile Added: SubspaceTest.fs2
2011-09-17 03:19Cyborg17Note Added: 0012825
2011-09-17 03:19Cyborg17File Added: Asoundtest.fs2
2011-09-17 03:21Cyborg17Note Edited: 0012825
2011-09-17 15:47MjnMixaelNote Added: 0012827
2011-09-17 15:59Cyborg17Note Added: 0012828
2011-09-17 16:00Cyborg17Note Edited: 0012828
2011-09-17 16:01MjnMixaelNote Added: 0012829
2011-09-17 19:13Cyborg17File Added: Soundtest2.fs2
2011-09-17 19:14Cyborg17Note Added: 0012830
2011-09-30 16:30MjnMixaelNote Added: 0012869
2011-09-30 21:33Cyborg17Note Added: 0012870
2011-09-30 21:33Cyborg17Note Edited: 0012870
2011-10-01 19:13Eli2File Added: AdjustLoopingAudioVolume.diff
2011-10-01 19:14Eli2Note Added: 0012872
2011-10-01 21:01Eli2File Added: AdjustLoopingAudioVolume2.diff
2011-10-01 21:02Eli2Note Edited: 0012872
2011-10-01 21:16Eli2Note Added: 0012873
2011-10-02 07:07The_ENote Added: 0012874
2011-10-02 07:07The_EStatusnew => resolved
2011-10-02 07:07The_EFixed in Version => 3.6.13
2011-10-02 07:07The_EResolutionopen => fixed
2011-10-02 07:07The_EAssigned To => The_E