Bug!!! Fx Sounds not playing when a separate Positional Sound stops
ARC_Games
Member Posts: 78
There is some kind of bug that causes my fx sounds not to play consistently. I first noticed this problem occurring all of a sudden after one of the releases of GS late last year or early this year, and the bug still exists. I had it occur again in a different situation today, and I think that I have found the common denominator for the bug....
It seems that when I have an fx sound playing that is check boxed as "Positional", and then that sound stops, due either to the actor that was playing the sound Destroying itself or a Rule that contained the play sound behavior no longer being valid, it causes other fx sounds not to play at that moment.
For example, I have a helicopter actor that plays a "Positional" helicopter sound until it gets hit by a bomb, at which point the helicopter sound no longer plays and a "non-positional" explosion sound is supposed to be played (by a separate Play Sound behavior in the same actor), but the explosion sound does not play. This also happens to me with another situation where an actor that plays a "Positional" sound Destroys itself at the same moment that it spawns another actor that is supposed to play a new "non-positional" sound, but the spawned actor doesn't always play its sound... sometimes it does, sometimes it doesn't.
I'm pretty sure there is some kind of GS bug going on here, especially because this only started occurring after one of the GS releases, where before my sounds were working just fine.
Shouldn't be too hard to recreate this problem and then please fix it.
Anyone else experiencing this, or know of a workaround for it???? Please help, thanks
It seems that when I have an fx sound playing that is check boxed as "Positional", and then that sound stops, due either to the actor that was playing the sound Destroying itself or a Rule that contained the play sound behavior no longer being valid, it causes other fx sounds not to play at that moment.
For example, I have a helicopter actor that plays a "Positional" helicopter sound until it gets hit by a bomb, at which point the helicopter sound no longer plays and a "non-positional" explosion sound is supposed to be played (by a separate Play Sound behavior in the same actor), but the explosion sound does not play. This also happens to me with another situation where an actor that plays a "Positional" sound Destroys itself at the same moment that it spawns another actor that is supposed to play a new "non-positional" sound, but the spawned actor doesn't always play its sound... sometimes it does, sometimes it doesn't.
I'm pretty sure there is some kind of GS bug going on here, especially because this only started occurring after one of the GS releases, where before my sounds were working just fine.
Shouldn't be too hard to recreate this problem and then please fix it.
Anyone else experiencing this, or know of a workaround for it???? Please help, thanks
Comments
The only way I can make it work right is by doing this silly workaround which uses extra code and seems not to be the most efficient method. I should be able to stop a sound from playing, either just before, just after, or simultaneously, with being able to start another sound playing. It shouldn't be giving the inconsistent results that it currently does using GS.
Maybe I can just combine the actor somehow, and then let the first sound play during the second one.... not sure.....
After upgrading yesterday, I now have the same problem.