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Problem with projectile and collision sound (SeeSound and DeathSound)


K_Doom

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Hi everyone... I posted my problem in the "Doom Editing" threads, but I don't think anyone saw it... So I will try to post the problem about sound here.

 

I modified one of the weapons I got from the realm667 website called "Repeater". I decided to make it a weapon that shoots projectiles instead of hitscan. So I created a new projectile so that the gun had it, the problem is that when I shoot close to objects or a wall, the sound of the shot is muted / muffled by the sound of the projectile's collision, something that doesn't happen, for example, with the Plasma riffle (vanilla). I still don't quite understand all the sound / sndinfo properties, but from what I've seen, nothing is related to this problem.

 

This is the Repeater video demonstrating the "buggy" ⬇

Unnamed - Final Doom_ Plutonia Experiment 2021-10-12 18-19-17.rar

 

This is the wad where I added the buggy Repeater and two other custom objects ⬇

VAULT.rar

Thanks for your attention and help, guys...

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First thing to do, replace A_FireCustomMissile with A_FireProjectile (the first one it's deprecated)

Second thing, I was wondering why you're not firing the actual projectile during the Fire state. I guess it was written like so in the original code, but you should give it a try.

Then I saw that you're using the same sound for the projectile spawn as the weapon attack sound (do even weapons have attack sounds?), so remove it from the weapon.

When this happens, it usually means that those sounds are playing in the same channel e the second one is overriding the first.

A part from what I said before, I can't see much about the issue, you could try a "wacky" fix, trying to add a A_StartSound wen you're firing te projectile, using te Weapons/RepeaterFire sound.

(You should even clean up a bit you're projectile class, since you're adding more flags than what you need and merging some frame)

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22 hours ago, Kan3 said:

First thing to do, replace A_FireCustomMissile with A_FireProjectile (the first one it's deprecated)

Second thing, I was wondering why you're not firing the actual projectile during the Fire state. I guess it was written like so in the original code, but you should give it a try.

Then I saw that you're using the same sound for the projectile spawn as the weapon attack sound (do even weapons have attack sounds?), so remove it from the weapon.

When this happens, it usually means that those sounds are playing in the same channel e the second one is overriding the first.

A part from what I said before, I can't see much about the issue, you could try a "wacky" fix, trying to add a A_StartSound wen you're firing te projectile, using te Weapons/RepeaterFire sound.

(You should even clean up a bit you're projectile class, since you're adding more flags than what you need and merging some frame)

Thank you very much friend, finally someone answered.
About A_FireCustomMissile is deprecated I already knew, but Slade3 doesn't seem to recognize this function and it doesn't turn 'purple' (interface recognition color), and it bothers me a little and gets in the way because the editor doesn't help to fill the parameters. So I kept the A_FireCustomMissle as this is recognized. When the obsolete functions and everything else stops working, I will update.

 

(If you know of any version of Slade that recognizes these functions, I would appreciate it too).

 

The A_StartSound function is also not recognized by the Slade3 interface, but I tested it and it worked. In fact, the problem was solved quite simply.

 

And this large amount of flags in the projectile class was already in the original code, most are not "recurring" functions, but at the time I didn't want to remove any just in case. I'll clean now because it bothers me too heh

 

Thanks, with your help I managed to solve this easily.

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53 minutes ago, K_Doom said:

Thank you very much friend, finally someone answered.
About A_FireCustomMissile is deprecated I already knew, but Slade3 doesn't seem to recognize this function and it doesn't turn 'purple' (interface recognition color), and it bothers me a little and gets in the way because the editor doesn't help to fill the parameters. So I kept the A_FireCustomMissle as this is recognized. When the obsolete functions and everything else stops working, I will update.

 

(If you know of any version of Slade that recognizes these functions, I would appreciate it too).

 

The A_StartSound function is also not recognized by the Slade3 interface, but I tested it and it worked. In fact, the problem was solved quite simply.

 

And this large amount of flags in the projectile class was already in the original code, most are not "recurring" functions, but at the time I didn't want to remove any just in case. I'll clean now because it bothers me too heh

 

Thanks, with your help I managed to solve this easily.

Yeah, it annoys me to since when I started to use A_StartSound, cause I always have to keep the wiki opened to see the parameters x)

Glad it helped

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