Sounds with Control=loop disappear from the game until you restart the program
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Confirmed
|
Medium
|
Unassigned |
Bug Description
When too many sound events happens at the same time, the engine will try to reduce the volume of those sounds with lower priorities, sometimes even to 0, to set off those sounds with higher priorities. However, once a sound with Control=loop set whose volume was reduced to 0 in such a case, it won't come out again any more, unless you restart the program.
##### STEPS TO REPRODUCE #####
Hard to reproduce when there're not many objects in the game. However there's a high probability that at least one of these sounds will disappear:
xxxxMoveLoop (where xxxx is Intruder, Kirov, Rocketeer, FloatingDisc, and so on)
GattlingGunAtta
_Amb_xxxx
PsychicAmplifie
'Steps To Reproduce' should be this(I omitted part of a sentence): ======= ======= ======= ======= ======= ======= ======= ======= ======= ======= ==
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Hard to reproduce when there're not many objects in the game. However there's a high probability *at the end of a skirmish which contains 8 players* that at least one of these sounds will disappear:
xxxxMoveLoop (where xxxx is Intruder, Kirov, Rocketeer, FloatingDisc, and so on) ckLoopX (where X is 1-3. Within this total, GattlingGunAtta ckLoop1 disappears the most commonly.) rLoop, PoliceSirenLoop, and so on.
GattlingGunAtta
_Amb_xxxx
PsychicAmplifie