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gzdoom projectile death sound woes


msx2plus

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sometimes they just don't play - been having this issue since the initial release of time tripper (https://heckscaper.com/tt/ if you want to check out the code - it's since been cleaned up quite a bit but yeah). this goes for any multitude of ways of calling them - whether it be via the DeathSound or via A_StartSound, even with the CHANF_OVERLAP flag. is there any way to fix this? this happens even with the sound channels maxed out and i'm definitely not maxing them out with a single weapon sound (retriggers rather than overlaps) and 5 projectile deaths.

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I had a similar thing happen to me, and it took me ages to stumble upon the $limit property in SNDINFO. apparently by default the number of instances of a sound that can play simultaneously is 2 (according to the wiki), so I raised it to 4 in the case of this one sound I was using and that was adequate for me. I'm not sure if you mean that you already tried this when you mention maxing out the sound channels, but that's what helped in my case!

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13 hours ago, Tango said:

I had a similar thing happen to me, and it took me ages to stumble upon the $limit property in SNDINFO. apparently by default the number of instances of a sound that can play simultaneously is 2 (according to the wiki), so I raised it to 4 in the case of this one sound I was using and that was adequate for me. I'm not sure if you mean that you already tried this when you mention maxing out the sound channels, but that's what helped in my case!

holy shit you are a LEGEND! thank you! i must have stumbled my way right beyond seeing this.

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