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Solved Three sounds are not playing after the 2.8 Merge

Modder01

Freebooter
Storm Modder
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;
}
 
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.
 
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