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IDProjectCategoryView StatusLast Update
0002477FSSCPsoundpublic2011-09-24 15:58
ReporterIronBeer Assigned Toniffiwan  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product VersionAntipodes 7 
Summary0002477: Beam cannons all using 'beam_shot1.wav' regardless of tabling
DescriptionUnder fs2_open_3_6_13d_INF-20110722_r7372.exe, any beam cannons in-game appear to use beam_shot1.wav as the "beam fire" when, well, firing. The effect is most pronounced with a weapon I am experimenting with called the "Deathlance", which is tabled to have no $LaunchSnd at all. A sample mission (included) showcases the player ship armed with this weapon, and a Sathanas firing upon an indestructible target.
Additional Information
The project I am developing uses several modified tables- I have included the .tbm with the experimental weapon(s) and a slightly modified sounds.tbl. The attached file also includes the afore-mentioned sample mission.

Also, as a personal request, since the tables deal with a personal project underway, I would respectfully request that the tables be kept under wraps as much as possible, to prevent leaks.
TagsNo tags attached.

Activities

2011-07-29 19:44

 

addendum.7z (11,662 bytes)

2011-09-24 10:59

 

mantis2477.patch (923 bytes)   
Index: code/weapon/beam.cpp
===================================================================
--- code/weapon/beam.cpp	(revision 7784)
+++ code/weapon/beam.cpp	(working copy)
@@ -1903,8 +1903,7 @@
 		// "shot" sound
 		if (Weapon_info[b->weapon_info_index].launch_snd >= 0)
 			snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].launch_snd], &b->last_start, &View_position);
-		else
-			snd_play_3d(&Snds[SND_BEAM_SHOT], &b->last_start, &View_position);
+		// niffwan - if launch_snd < 0, don't play any sound
 	}	
 
 	// success
Index: code/gamesnd/gamesnd.h
===================================================================
--- code/gamesnd/gamesnd.h	(revision 7784)
+++ code/gamesnd/gamesnd.h	(working copy)
@@ -180,7 +180,6 @@
 #define	SND_BEAM_LOOP						121
 #define	SND_BEAM_UP							122
 #define	SND_BEAM_DOWN						123
-#define	SND_BEAM_SHOT						124
 #define	SND_BEAM_VAPORIZE					125
 
 // Ship engine sounds
mantis2477.patch (923 bytes)   

niffiwan

2011-09-24 11:07

developer   ~0012851

I believe that fs2_open is playing beam_shot1.wav (table index 124) only when $Launch_Snd is set to -1. If you set $Launch_Snd to 125 (beam_shot2.wav) the tabling seems to work correctly.

I'll create a Windows binary for you to test with soon

niffiwan

2011-09-24 11:50

developer   ~0012852

Here's a link to a test binary:

http://www.mediafire.com/?1l0xj6r1cweg2j1

CommanderDJ

2011-09-24 14:48

developer   ~0012853

This appears not to be an issue anymore. Just tested it with the attached mission on r7776 and the two sounds are definitely different.

The_E

2011-09-24 15:57

administrator   ~0012854

Fix committed r7790

Issue History

Date Modified Username Field Change
2011-07-29 19:44 IronBeer New Issue
2011-07-29 19:44 IronBeer File Added: addendum.7z
2011-09-15 10:49 niffiwan Status new => assigned
2011-09-15 10:49 niffiwan Assigned To => niffiwan
2011-09-24 10:59 niffiwan File Added: mantis2477.patch
2011-09-24 11:07 niffiwan Note Added: 0012851
2011-09-24 11:50 niffiwan Note Added: 0012852
2011-09-24 11:50 niffiwan Status assigned => feedback
2011-09-24 14:48 CommanderDJ Note Added: 0012853
2011-09-24 15:57 The_E Note Added: 0012854
2011-09-24 15:58 The_E Status feedback => resolved
2011-09-24 15:58 The_E Resolution open => fixed