#I’d need you to dig into my mod for me

1 messages · Page 1 of 1 (latest)

eternal willow
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Hola! Could you describe the issue in a somewhat detailed manner here first, please?

dreamy compass
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Sound component is not playing 3d sounds in world regardless of everything. Straight Forward and simple issue.

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@eternal willow

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same issue ive tried everthing to fix a while back. I’ve just given up on trying to fix it because it’s just not possible

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Typically. And a good example is my mod CONTACT where I have anomalies that play sound this exact way. But for some reason in this mod they refuse to do it. I feel as if this is a more serious issue with something internally you could possibly point out because there is no way this shouldn’t work I’ve been using this method for ages and contacts still works.

dreamy compass
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@eternal willow bump

eternal willow
# dreamy compass <@107853030640091136> bump

My dude, I feel the pain of being stuck on something, but I too have a weekend, believe it or not :P

Could you please let me know:

  1. How do you play the sounds?
  2. Does it not work at all or does it e.g. work when you're in Workbench/on the server, but not for clients?
  3. Did you check if the sound is triggered at all via Diag Menu (CTRL + WIN + ALT) -> Sounds -> Show Sounds/Show Sounds 3d?
  4. Could you test the sounds on the MpTest map, move your character to position [0, 0, 0] and see if it plays from there? (If something is wrong with the position update of the sounds, they usually get moved to [0, 0, 0])
dreamy compass
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That’s why I’ve given up and came to you. I’ve trouble shot as much as I know so far and what everyone’s tried.

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The mod is published as “Stalker Reforged” on the workshop by me. It is out if you like I said do have the time could look at it I have no more attempts to give left in me this happened after the 1.3 audio change.

eternal willow
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@dreamy compass I mean how it's triggered as in, via script (and if so, what method?), via .acp trigger etc...?
I'll download the mod and have a look,

  1. What sound are we talking about and (again) where is it triggered?
  2. Can't tell when I get to it yet🙏🏽
dreamy compass
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This is not trigger via script

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Just base game entity.

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Just look up “Teleport” and you’ll find that anomaly we’ll use that as an example they are all inherited from anomaly_base

eternal willow
dreamy compass
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If the event is “sound_waterfall_large_lp” it will play on loop

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That’s how these anomalies work

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Contact had the same setup

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That’s how you guys originally had triggers like warheads set up

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They’d play audio at that spot via the component

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So I guess yeah it plays via script using sound events

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But through the acp in sound component

eternal willow
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Sound Event activating != triggering a sound. Please let me know how you trigger the sound 🙏🏽
You say it plays via script, so please let me know what method is being used.

dreamy compass
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Sound component is playing the sounds via a 3d method my guess is “PlaySoundEvent” id have to look at that component again entirely but Sound Component allows for an .acp file to be filled in the resource picker attribute which I assume like I said grabs the sound event from the ACP and plays it based on the data within. This is a vanilla component.

dreamy compass
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That’s all the detail I can exactly give you that’s how it’s always been for anything really is it’s played via a component on a prefab being called in the background from sound events

eternal willow
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I'm really sorry, but none of this is really precise or makes "sense". and you can't really tell me how you even trigger the sound.

but Sound Component allows for an .acp file to be filled in the resource picker attribute which I assume like I said grabs the sound event from the ACP and plays it based on the data within
Not really. Please have a(nother) look at the audio documentation, I feel you have some false assumptions and might be able to fix it before I can look into it (which might not be this week)

dreamy compass
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Something changed in the background internally that was never mentioned in patch notes to the public which makes our job harder to determine the issue

eternal willow
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I'd say I know how it works, but maybe I fail to make sense of your description/what the main issue at hand is. Based on what you wrote, I can't make out how you trigger the sound and the fact that it seems to work in another mod of yours but not this one also points more towards a setup issue.

But, aside from this: Could you please give

  1. A detailed step-by-step guide how to reproduce the issue in the mod/how to test it in Workbench the fastest way
  2. A step-by-step explanation of the "signal chain" of the sound. E.g. which entity or component starts to invoke it, what entity is it defined on, how is the sound triggered etc
dreamy compass
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When i get off work I’ll provide you with a better in depth explanation on the matter. I’ve made it straight forward as anyone would go about attempting it but if you’re looking for the logic involved I’ll get it to you.

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I guess we see it from 2 perspectives

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Dev vs modder

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I only stick to play sound I haven’t experimented with any out of that so I don’t know if anything’s exactly changed

eternal willow
dreamy compass
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I haven’t looked at the logic in a bit I’ve been frustrated to the point where I had to step back from it all.

dreamy compass
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@eternal willow you guys internally changed the Audio Editor and Multiple ACP files of which I was using that was the issue

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That was never mentioned in any patch notes either

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PRE 1.3

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Enviroment_Waterfall_Large

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POST 1.3

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We need change logs for these things especially if we’re led to believe none of this was impacted or altered. It would have been nice communication wise.

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System sound was also impacted via the camera when 1.3 dropped that was corrected however this issue has remained for many. Now we know the answer.

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I wasn’t expecting a change to the ACP Structure

eternal willow