Arsinikk Posted November 28, 2021 Hey y'all, I've been having an absolute headache with getting this to work correctly. I am developing a boom (complevel 9) map that has many moving floors. Because of how many moving floors it has, I have added dummy sectors so that the floors/ceilings will move to their correct place. Problem is, for some reason the sound of the moving floors keeps wanting to originate where the dummy sector is instead of the actual sector in the map. This causes an issue, because I'd like the player to hear the floors moving. From what my understanding is, the sound tends to originate with the earliest made sector (the sector with the lowest number). Therefore it would make sense to have the sector in bounds to have a earlier number and the dummy sector to have a later number. The problem I have is that while I've set this up correctly, once I join the 2 sectors together, the sound still insists on originating from the dummy sector. I've even tried utilising the trick of manually changing linedefs to swap the sector's IDs. While that does work correctly in swapping the sector numbers, once I join the sectors the sound still comes from the dummy sector. I have tried having the inbounds sector with a larger and then smaller number, but again, the issue seems to happen once I merge the sectors. But obviously I have to merge the sectors to use the functionality of the dummy sector. Any help would be much appreciated. I'm currently using the latest version of Ultimate Doom Builder. 0 Quote Share this post Link to post
boris Posted November 28, 2021 32 minutes ago, Arsinikk said: From what my understanding is, the sound tends to originate with the earliest made sector (the sector with the lowest number). That's also what the DoomWiki article suggests: https://doomwiki.org/wiki/Floors_and_ceilings_moving_silently But that doesn't seem to be the case. When having a a split sector the sound always seems to come from the center of the sector's bounding box. Tried it in Chocolate Doom, prBoom, DSDA-Doom, Woof, EE, k8Vavoom... only (G)ZDoom plays the sound at each section. I don't think there's anything you can do about that. 1 Quote Share this post Link to post
Gez Posted November 28, 2021 26 minutes ago, boris said: But that doesn't seem to be the case. When having a a split sector the sound always seems to come from the center of the sector's bounding box. Yes. 1 Quote Share this post Link to post
Arsinikk Posted November 28, 2021 So if I'm understanding this correctly, the sound origin actually originates in the center of both joined sectors like this: (Sorry I'm visual, so this makes more sense to me) If that's true, then I learned something new. Though I feel that page on the wiki should be updated to reflect this (I did actually come across the same article). Obviously GZDoom uses it's own sound code, so I'll just ignore the way it treats sound lol. Thanks for the help guys! 0 Quote Share this post Link to post
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