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The reverb feature appears to cause the game to crash if it is built with the Debug solution configuration. |
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When a vehicle2 is imported, its sound.audioHandle is 0. |
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This should address all the comments, the assertion is an OpenAL bug which is already fixed upstream so we have to wait for a release and updated vcpkg port, since its only a debug assertion I guarded the reverb code under NDEBUG, the code is technically functional and since we ship Release builds this has to do for now. |
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this was always a pet peeve of mine - but lowering the slider to the lowest setting does not mute the channel as expected. this is vanilla behaviour because the sliders directly work with decibels instead of a linear range of 0-100 (or whatever). would be great to fix that if possible here |
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The last commit should do that
Hmm, will have look into it. |
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Vehicle sounds now continue playing infinitely if a vehicle is on your screen and you load a game, and when the title sequence loops. |
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Less importantly, vehicle sounds also now play when the load game browse prompt is open, which they did not in 26.02 (This one was already present before my first reviews to be clear) |
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I see you fixed the vehicle and ambient noises for PromptBrowseWindow and PromptOkCancel, but I noticed that you have missed (at least):
I suggest a more robust solution would probably be to stop the sounds when any pause flag is set (Related: #3185). |
Looks (well, sounds) that this has been fixed 😄 |
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Difference from master: If the selected sound device is not plugged in when you start the game, the game now fails to open the sound device instead of incorrectly(?) playing audio from a different device. This fixes #3632 (maybe not in an ideal way, but this is probably not a priority anyway). Also fixes a small bug that I don't think an issue was made for, where the dropdown could display "Default sound device" when it shouldn't, and look bugged when partially invalidated. |
Co-authored-by: LeeSpork <lblogan@outlook.co.nz>
I fixed this, the issue was not of a missing pauseSound call but the update function ignoring the paused state. I will leave this now as is, it should work correctly. I want to refactor the entire state flow at some point, its pretty spaghetti currently, things are happening all over the place. If that is the last of the issues I will commit the changelog entries. |
AaronVanGeffen
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The individual volume sliders appear to work as expected. This is a really nice change!
I've taken the liberty to tweak the window a little, separating the group boxes and using a two-column layout. I think this makes for a more balanced UI.
Just needs a changelog entry for the channels and reverb effects. Other than that, I think this is good to go!
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Quite a big refactor and this has been on my list for quite some time, here are the key changes:
The options window is quite frankly a bit ugly but I think the juke-box is also out of place there, we should make the juke-box just a standalone window at some point.

Also I wasn't sure if I should make the reverb an additional option, I was also thinking about adding a small reverb in general to most sounds as all of it is viewed from above, would give it a nice spatial sense. Something to keep in mind is that due to the limit being removed it might get loud when a lot of vehicles are visible on screen, we either keep the arbitrary limit or we slightly lower the volume the more of them are active, this needs some testing.