1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

Solved Three sounds are not playing after the 2.8 Merge

Discussion in 'Sea Dogs: Caribbean Tales' started by Modder01, Sep 16, 2017.

  1. Modder01

    Modder01 Freebooter Storm Modder

    Joined:
    Feb 1, 2014
    Messages:
    294
    Gender:
    Male
    Location:
    Oxford, Michigan, USA
    The ship turning, the ship float and the ship sail furling and setting sails sounds. I checked where they are defined in relation to the original AOP files along with the original sound files and nothing has changed... So why is it that in the 2.8 merge I cannot hear these three events?

    Defs in sound_alias.ini:
    Code:
    ; ========================== Ïàðóñà ====================================
    [sails_up_lugger]
    prior = 65
    minDistance = 12.0
    maxDistance = 60.0
    volume = 0.0
    name = SHIP\Sail_loop_01.wav
    
    [sails_up_corvette]
    prior = 65
    minDistance = 15.0
    maxDistance = 80.0
    volume = 0.0
    name = SHIP\Sail_loop_01.wav
    
    [sails_up_frigate]
    prior = 65
    minDistance = 25.0
    maxDistance = 140.0
    volume = 0.0
    name = SHIP\Sail_loop_01.wav
    
    [sails_up_lineship]
    prior = 65
    minDistance = 35.0
    maxDistance = 160.0
    volume = 0.0
    name = SHIP\Sail_loop_01.wav
    
    [sails_up_manowar]
    prior = 65
    minDistance = 50.0
    maxDistance = 185.0
    volume = 0.0
    name = SHIP\Sail_loop_01.wav
    
    ; ========================== Øóì âîäû ====================================
    
    [ship_water_lugger]
    prior = 65
    minDistance = 12.0
    maxDistance = 60.0
    volume = 0.0
    name = SHIP\Float_boat_01.wav
    
    [ship_water_corvette]
    prior = 65
    minDistance = 15.0
    maxDistance = 90.0
    volume = 0.0
    name = SHIP\Float_boat_01.wav
    
    [ship_water_frigate]
    prior = 65
    minDistance = 25.0
    maxDistance = 125.0
    volume = 0.0
    name = SHIP\Float_boat_01.wav
    
    [ship_water_lineship]
    prior = 65
    minDistance = 35.0
    maxDistance = 160.0
    volume = 0.0
    name = SHIP\Float_boat_01.wav
    
    [ship_water_manowar]
    prior = 65
    minDistance = 50.0
    maxDistance = 185.0
    volume = 0.0
    name = SHIP\Float_boat_01.wav
    
    ; ========================== Ñêðèï ïîâîðîòà ====================================
    
    
    [ship_turn_lugger]
    prior = 65
    minDistance = 12.0
    maxDistance = 60.0
    volume = 0.0
    name = SHIP\Turn_loop_01.wav
    
    [ship_turn_corvette]
    prior = 65
    minDistance = 15.0
    maxDistance = 90.0
    volume = 0.0
    name = SHIP\Turn_loop_01.wav
    
    [ship_turn_frigate]
    prior = 65
    minDistance = 25.0
    maxDistance = 140.0
    volume = 0.0
    name = SHIP\Turn_loop_01.wav
    
    [ship_turn_lineship]
    prior = 65
    minDistance = 35.0
    maxDistance = 160.0
    volume = 0.0
    name = SHIP\Turn_loop_01.wav
    
    [ship_turn_manowar]
    prior = 65
    minDistance = 50.0
    maxDistance = 185.0
    volume = 0.0
    name = SHIP\Turn_loop_01.wav
    
    Defs in AI_Ship.c and AIShip_Truesailing.c
    Code:
    void Ship_CreateStaticSounds(ref rCharacter)
    {
       ref refBaseShip = GetRealShip(GetCharacterShipType(rCharacter));
    
       // create water sound
       float fX = stf(rCharacter.Ship.Pos.x);
       float fY = stf(rCharacter.Ship.Pos.y);
       float fZ = stf(rCharacter.Ship.Pos.z);
       rCharacter.Ship.Sounds.WaterID.x = 0.0;
       rCharacter.Ship.Sounds.WaterID.y = 0.0;
       rCharacter.Ship.Sounds.WaterID.z = 0.12;
       rCharacter.Ship.Sounds.WaterID = Play3DSoundComplex("ship_water_" + refBaseShip.Soundtype, fX, fY, fZ, true, false);
       if (sti(rCharacter.Ship.Sounds.WaterID) > 0) { Sound_SetVolume(sti(rCharacter.Ship.Sounds.WaterID), 0.0); }
       rCharacter.Ship.Sounds.WaterSpeed = 30.0;
    
       // create sails sound
       rCharacter.Ship.Sounds.SailsID.x = 0.0;
       rCharacter.Ship.Sounds.SailsID.y = 0.5;
       rCharacter.Ship.Sounds.SailsID.z = 0.0;
       rCharacter.Ship.Sounds.SailsID = Play3DSoundComplex("sails_up_" + refBaseShip.Soundtype, fX, fY, fZ, true, false);
       if (sti(rCharacter.Ship.Sounds.SailsID) > 0) { Sound_SetVolume(sti(rCharacter.Ship.Sounds.SailsID), 0.0); }
       rCharacter.Ship.Sounds.SailsMove = 0.0;
    
       // create turn sound
       rCharacter.Ship.Sounds.TurnID.x = 0.0;
       rCharacter.Ship.Sounds.TurnID.y = 0.0;
       rCharacter.Ship.Sounds.TurnID.z = 0.0;
       rCharacter.Ship.Sounds.TurnID = Play3DSoundComplex("ship_turn_" + refBaseShip.Soundtype, fX, fY, fZ, true, false);
       if (sti(rCharacter.Ship.Sounds.TurnID) > 0) { Sound_SetVolume(sti(rCharacter.Ship.Sounds.TurnID), 0.0); }
       rCharacter.Ship.Sounds.TurnSpeed = 0.05;
    }
    
     
  2. ChezJfrey

    ChezJfrey Master Mariner Storm Modder

    Joined:
    Apr 24, 2015
    Messages:
    221
    It's not you. Since you posted, I took a look, found the same issue, and it's a bug introduced by the compiler optimizations I turned on, resulting in skipping one line of code it deemed unnecessary in 3D sound settings. I found a way around it. I will send you a link to the new.
     

Share This Page