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IDProjectCategoryView StatusLast Update
0000621FSSCPsoundpublic2006-11-01 04:58
Reporterm2258734a Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000621: Warm-up sounds for particular beams cannot be heard
DescriptionI have spoke to several members already about this problem; when a particular beam is about to be fired, there is no warm-up sound accompanied by the effect. It is not that the sound is late or clouded out by other sounds; it seems to be missing entirely. For example, if I were to remain next to an Aeolus or a Leviathan about to charge its SGreen, no warm-up noise is heard at all. The weapon will begin to glow, yet only until the weapon is fired do I hear the beam shot and the continous loop sound of the beam that follows. The final cool-down sounds are heard correctly, as well. The problem goes for an SGreen, BGreen, the Terran and Vasudan AntiFighter Beam, LTerSlash, and the SRed for any Shivan ship. When I search through the sparky_fs2.vp file, I notice there are several sounds which I believe are not even used in-game: beam_shot2, BS_up_1.5, BT_up_1, 1.5, 2.5, 3.5, and there might be others which are not beam-related that I am not entirely sure of.
Additional InformationI am running FSSCP on OpenGL.

Command Line: D:\My Games\Freespace 2\Freespace 2\FreeSpace2\fs2_open_367_p4.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -2d_poof -rlm
-Removing these does not fix the problem.

System Specs: Intel P4 2.4GHz Processor
              512 MB RAM, and a Radeon 9600 series graphics
              card.

Build: I am using the build 3.6.7, specifically the first one that was available to download after its release (fs2_open_367_p4.exe). The two follow-up patches are also installed. I have tried other builds, including newer ones of this month; however the problem still exists.
TagsNo tags attached.

Activities

redmenace

2005-11-14 10:43

manager   ~0003830

have you tried any of the previous builds prior to 3.6.7? Like 3.6.5?

redmenace

2005-11-14 14:05

manager   ~0003831

If we are not able to fix this, if this is verifiable, by the time we go into the code freeze then I will have to hunt this down the same way I did the AB sound bug.

StratComm

2005-11-14 14:42

reporter   ~0003833

Last edited: 2005-11-14 14:43

Just a hunch, but could the table changes to make the new beam art work accidentally broken something?

And does -snd_preload help anything?

edited on: 11-14-05 09:43

m2258734a

2005-11-14 18:47

reporter   ~0003835

I have tried builds prior to 3.6.7, and the situation gets worse. Specifically with build 3.6.5, not only is the warm-up sound not heard, the beam flare is gone. The particles are visible as the beam is supposed to be warming up, but the glowing flare and the warm-up sound is still missing.

As for using -snd_preload, this did not help.

redmenace

2005-11-14 22:14

manager   ~0003837

have you though about creating a retail mission and just playing around with that to see if they show up properly in retail, then try the mission in fs2_open

m2258734a

2005-11-14 23:56

reporter   ~0003839

I do not have the retail version on this computer. I downloaded freespace 2 off the HLP website; I believe it was about 675 MB, + 260 more MB due to the videos. It has the retail .exe of FS2, but it does not work. I have tried making missions to see if the sound problem still exists on FSO, and yes the sounds are still missing.

Goober5000

2005-11-15 02:52

administrator   ~0003840

Try this build. It's compiled from the original released source and is practically identical to retail.
http://fs2source.warpcore.org/exes/original/fs2_orig_r.exe

m2258734a

2005-11-15 03:26

reporter   ~0003841

Thanks for the build, yet I keep getting these errors each time the game loads up:
    Error: Error parsing 'weapons.tbl'
Error code = 2.

File:C:\Languages\Visual Studio Projects\Visual C++\freespace2_public\code\Weapon\Weapons.cpp
Line: 1441

and
  
  Error: Error parsing 'ships.tbl'
Error code = 1.

File:C:\Languages\Visual Studio Projects\Visual C++\freespace2_public\code\Ship\Ship.cpp
Line: 1718

FS2 will run, but pretty much all of the ships are missing so I cannot check to see if the sounds work.

Wanderer

2005-11-15 04:31

developer   ~0003842

When using the retail exe remove all additional media vps from game directory (named mv_*.vp). Leave only the retail files there. Current grapics and table files contain a lot of stuff that is pure gibberish for retail exe...

m2258734a

2005-11-15 05:27

reporter   ~0003843

Well, I just gave one of my missions a shot: an Aeolus vs. a Cain. I allowed the Aeolus to have the opportunity to fire its SGreens, and it took the initiative. However, no warm-up sound is heard. The same goes for the barrage of antifighter beams it shot. When the Cain had its opportunity to fire its SRed, no warm-up sound is heard, as well. The only warm-up sound I heard came from the Cain's antifighter beams. This was a mission using the retail version of FRED2 and played on the retail version that Goober5000 provided.

The same thing happens when I play this mission on FSO.

StratComm

2005-11-15 05:30

reporter   ~0003844

Last edited: 2005-11-15 05:32

That's what I was trying to suggest in the first place. There's at least a decent possibility that this has to do with the mediaVPs, not the build. Especially since the animated beam glows first appeared in the media VPs at 3.6.7, and I believe that build support for animations in those effects is somewhat new (which is why they don't show up in 3.6.5). This whole thing could be as simple as a table typo or something in that update. m2258734a, if you're using the media VPs, please remove them and try it.

EDIT: Nevermind.

edited on: 11-15-05 00:32

redmenace

2005-11-15 10:22

manager   ~0003848

It might be an issue with the hotu version. Have you thought about getting the CD ISOs and installing the full retail version?

redmenace

2005-11-15 10:29

manager   ~0003849

Please try DS exe I made for inferno.
http://fs2source.warpcore.org/exes/latest/November2005/20051107-DSInferno.rar

redmenace

2005-11-15 21:53

manager   ~0003858

Please try and playing without the memory intensive options turned on such as jpgtga and see if that makes a difference

m2258734a

2005-11-15 23:52

reporter   ~0003862

Last edited: 2005-11-16 00:03

Let's see, I tried the DS you gave me with and without memory intensive options, and the sounds still do not play. The Shivan Antifighter beam is still the only one that has a warm-up sound.

I would like to try the CD ISOs, but my bandwith is limited to 500 MB per week, so if I were to use up the 500 MB, I would get the equivalent of 56K internet speed. It is weird, but I am at college so I do not have my own internet. I have the retail version at home, and I will be leaving for Thanksgiving, so that will be the time that I will check to see if the sounds work.

edited on: 11-15-05 18:53

edited on: 11-15-05 19:03

taylor

2005-11-16 09:16

administrator   ~0003868

Nothing related to the sound code on this one. It's basically a CFILE issue. I'm trying to track down the real cause now though.

taylor

2005-11-16 10:35

administrator   ~0003869

Uhh, hmm. Not really sure about this.

The problem is exactly what I thought it was but after double checking, it never should have worked in retail either (as I think m2258734a has already proven). The problem is that there can only be on period in a filename. All files in a VP are added to a cache and then only if they meet a particular extension list. The files in question have ".5.wav" as the extension which isn't valid and therefore doesn't get added to the list of available files. It's easy enough to get around this by changing CFILE to do the extension checks by checking for "." from the end of the string rather than the start. With that change it works fine and the sounds play.

This could easily be fixed with the MediaVPs too but before a code fix goes in I'll have to test for any ramifications of this change. The weapons which suffer from this are: AAAf, AAAh, SGreen, BGreen, MjolnirBeam, MkolnirBeam#Home, SRed.

taylor

2005-11-16 21:02

administrator   ~0003875

Doesn't appear to have any harmful affects with the code fix. I can't really think of anything that would break now that wouldn't have broken before either so I'll go ahead and commit this. It's a small set of changes and easily reversed if need be.

taylor

2005-11-16 21:03

administrator   ~0003876

Fixered.

m2258734a

2005-11-17 02:00

reporter   ~0003880

Taylor, after I downloaded the build for today to test the beams, everything worked great. The "bug" is gone, but I just had a few questions to ask. What beam is supposed to use the file BT_up_1.wav and BT_up_2.5? When I ran the mission with the Aeolus and the Cain, I noticed that both the terran antifighter beam and the SGreen have the same warm up noise. So I was just wondering what else could use the one second warm-up sound that is relatively weaker than the antifighter beam. The same goes for 2.5, because the Mjolnirbeam and the SGreen use the same sound, as well.

Other than that, I have noticed with the new builds that the new flak and explosion effects do not render, as well as the weapon effects (the Prometheus S looks like dual Prometheus R shots stacked up on each other).

Anyways, thank you for your help and time.

taylor

2005-11-17 02:24

administrator   ~0003881

Considering the bug and the fact that the sounds are rather crap I'd say that Volition never really worked on that particular function very much. BT_up_1.wav and BT_up_2.5.wav aren't used by anything right now. Adjusting the tables to reference different sounds and/or including new sound effects for the various beams is something for the MediaVPs to take care of. I probably would have just left this to the MediaVPs to fix as a whole but this multiple period problem has come up before and it was just time to fix it.

As far as animations go, I just fixed a rendering issue with DXT? EFFs which would cause a rendering issue or just not render at all. That may be what you were seeing. Give it a try with the next available bug and if it's not fixed just open a new bug on that.

Issue History

Date Modified Username Field Change
2005-11-14 07:27 m2258734a New Issue
2005-11-14 10:43 redmenace Note Added: 0003830
2005-11-14 14:05 redmenace Note Added: 0003831
2005-11-14 14:42 StratComm Note Added: 0003833
2005-11-14 14:43 StratComm Note Edited: 0003833
2005-11-14 18:47 m2258734a Note Added: 0003835
2005-11-14 22:14 redmenace Note Added: 0003837
2005-11-14 23:56 m2258734a Note Added: 0003839
2005-11-15 02:52 Goober5000 Note Added: 0003840
2005-11-15 03:26 m2258734a Note Added: 0003841
2005-11-15 04:31 Wanderer Note Added: 0003842
2005-11-15 05:27 m2258734a Note Added: 0003843
2005-11-15 05:30 StratComm Note Added: 0003844
2005-11-15 05:32 StratComm Note Edited: 0003844
2005-11-15 10:22 redmenace Note Added: 0003848
2005-11-15 10:29 redmenace Note Added: 0003849
2005-11-15 21:53 redmenace Note Added: 0003858
2005-11-15 23:52 m2258734a Note Added: 0003862
2005-11-15 23:53 m2258734a Note Edited: 0003862
2005-11-16 00:03 m2258734a Note Edited: 0003862
2005-11-16 09:15 taylor Status new => assigned
2005-11-16 09:15 taylor Assigned To => taylor
2005-11-16 09:16 taylor Note Added: 0003868
2005-11-16 10:35 taylor Note Added: 0003869
2005-11-16 21:02 taylor Note Added: 0003875
2005-11-16 21:03 taylor Status assigned => resolved
2005-11-16 21:03 taylor Resolution open => fixed
2005-11-16 21:03 taylor Note Added: 0003876
2005-11-17 02:00 m2258734a Status resolved => feedback
2005-11-17 02:00 m2258734a Resolution fixed => reopened
2005-11-17 02:00 m2258734a Note Added: 0003880
2005-11-17 02:24 taylor Note Added: 0003881
2005-11-17 04:33 taylor Status feedback => resolved
2006-11-01 04:58 taylor Resolution reopened => fixed