PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Bug Report
  • Category Engine → Sound
  • Assigned To
    Mathias
  • Operating System
  • Severity High
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by aurelynt - 06.04.2010
Last edited by aurelynt - 17.04.2010

FS#4353 - Wrong position of the source of sound of various effects

For various effects, it seems the position of their actual source of sound and the position of the entity making the sound (as you see it in the 3D window) are not the same. This includes:

- Spell effects
- Combat effects (hitting, blocking, …)
- Campfire items

An easy way to reproduce it is to have your char walking in circle around the entity so the entity is always located on your right for example. You should always hear the sound coming from your right, yet it doesn't.

Tested with openAL, SigmaTel High Definition Audio CODEC card.

Note: I have found no problem with emitters (fireplaces, foutains, water, etc…)

The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
4369 PlaneShift FS#4369 - Sound Bugs Effects/Spells/Etc Medium Mathias
0%
Closed by  aurelynt
17.04.2010 12:42
Reason for closing:  
RlyDontKnow commented on 06.04.2010 21:33

did you try with sound relative to character or camera?

aurelynt commented on 06.04.2010 21:36

Both.
And putting the camera in one spot with one direction in cam position mode and putting a char at the same spot, looking in the same direction in character mode yields the same results.
That make me believe it's related to the location of the source.

Mathias commented on 06.04.2010 23:33

I confirm this as bug because youre not "seeing things" ;)

Some implementational details:

Spell/Combat/Item sounds are all effects with an relative position (to you) - you is always (0 0 0) as in (x y z).
So our effects "module" always assumes that you are the center of the world (when playing sounds) ..
Everything else has absolute positions (emitters) - (5 5 5) or no position (soundtrack, gui sounds)..

I saw that "flaw" when changing the methods but i feared that i would change too much when using absolute positions instead.
What now?

.. now i have to check all the positional parameters effects is using to see if they can be used for
absolute positioning/calculation… :) Furthermore: Your own effects should be relative (still) and effects
other entities cast/make/emit should be absolute.

Not commenting on 3D Voices yet because i wait for Botanic to test something for me.
I think 3D Voices is not dependent but leave it attached for now. Its still on my todo list.

Edit: i forgot to say: good job! - i almost forgot that they are always relative.
I noticed similar things when ingame but i had my attention focused to other things ;/
ty for testing so extensive!

Anonymous Submitter commented on 07.04.2010 00:12

Can't get ps to build ATM :(

Mathias commented on 07.04.2010 10:33

Weltall got a patch for that one (not committed yet - guess hes at work/away/asleep 8) ).
Anyway, it was easier then expected.
However we (speaking of Botanic and me) have to check all the effects (again).
I think some of the defined positions/anchors are not alright.

Please wait for "ready to test" before you test spells again.
Campfires and combat effects should work though.

Mathias commented on 07.04.2010 15:31

weltall committed it with r5790 :) ty weltall

Mathias commented on 07.04.2010 16:58

I gave spells a brief overview. I think that most of them are okay.

Here are some spells you can definitively test with:
rock armor, taste of death, summon missile, flame burst

If you find that one of those four is bugged add a comment (here) and ill take a look.
Please dont open new tickets for sound bugs in (any) spells because were going to check all of them anyway… :)

Setting this bug to -ready for test-

aurelynt commented on 10.04.2010 14:32

Campfires and combat effects are ok indeed, as well as rock armor, tatse of death, summon missile and flame burst.

Mathias commented on 15.04.2010 18:23

Can we close this one or are there any open problems related to "wrong positioning"?

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