tjheldna Posted September 2, 2014 Share Posted September 2, 2014 Hi Josh, I think I'll have to make a demo project to show this issue..... I believe there could be an issue with the Source object as this issue occurs if I create a sound in the game world via: Sound *jumpSound = Sound::Load("Sound/Game/gruntJump.wav"); Source *source = Source::Create(); source->SetSound(jumpSound); jumpSound->Release(); source->SetRange(10); source->SetPosition(entity->GetPosition()); source->Play(); OR Using entity->EmitSound() Example 1 (Works) - sound is played at 10m range from entity and listener is 5m from entity This works - sound plays at correct level compared to distance Example 2 (Works) - sound is played at 10m range from entity and listener is > than 10 m. This works - sound does not play Now... This is where the issue occurs after following example 2. The sound has played and we didn't hear it as we were outside the range. If I move the listener back within the range of the newly created sound, the sound plays like it was waiting for us to come closer! Hope this makes sense? Let me know if you need more info. Cheers Link to comment Share on other sites More sharing options...
Josh Posted September 2, 2014 Share Posted September 2, 2014 Okay, it's probably an error in the sound manager logic. It doesn't play sounds outside the audible range until you get close enough, but obviously that should only happen for looping sounds. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Haydenmango Posted September 3, 2014 Share Posted September 3, 2014 This seems to be related - When using EmitSound() if my listener gets out of range the emitted sound pauses. Then when I come back into range the emitted sound starts playing again from where it paused until it finishes. It would be better if the emitted sound just kept playing when the listener goes out of range. 2 Check out my game Rogue Snowboarding- https://haydenmango.itch.io/roguesnowboarding Link to comment Share on other sites More sharing options...
tjheldna Posted September 3, 2014 Author Share Posted September 3, 2014 I was doing a bit more testing so basically I'm emitting a sound on the character jump. Recently I've implemented mouse wheel zoom in and out for the camera which really highlighted the issue as the listener is set to the camera's position. The more times I jump the character out of range, the more sounds that are waiting for me when I'm in range. Link to comment Share on other sites More sharing options...
tjheldna Posted October 16, 2014 Author Share Posted October 16, 2014 Created a little project to demonstrate the issue. Instructions on what do do are displayed in game... debugSound.rar Cheers! Link to comment Share on other sites More sharing options...
Josh Posted October 16, 2014 Share Posted October 16, 2014 Thanks! My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
tjheldna Posted April 5, 2015 Author Share Posted April 5, 2015 While I'm on the bug path atm i'm just bumping this to see if it was looked at? Link to comment Share on other sites More sharing options...
Josh Posted February 28, 2019 Share Posted February 28, 2019 Will check this out shortly... My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Admin Posted March 11, 2019 Share Posted March 11, 2019 Fixed! Link to comment Share on other sites More sharing options...
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