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RESOLVED - Sound Emitter loop3d no audio on reload mission

by Steve Acaster · in Torque 3D Professional · 10/18/2009 (11:35 pm) · 11 replies

Looping 3D audio emitters, out of range of the player at start up, do not play.

1. Place 3d loop audio emitter in-game, far from player start, with play on-add on. Save
2. Fully exit T3D 1.0.1
3. Restart T3D and .mis
4. Sound Emitter is a white/grey box from distance, turns black up close.
5. In editor check/uncheck any aspect of emitter to get it to start and turn green.

Even firing them by "onEnterTrigger" has limited success. In a list or in a simgroup, only first one tends to fire. Using trigger onTick has better success as it keeps hammering away at them until they all start.

Wasn't an issue in 1.0, with "play on-add" checked they would always fire on mission start, or with it off, they could all be fired together via a trigger.

As I say, if player is in range at mission reload, they do work.

edit
fixed by 1.1b2

#1
10/21/2009 (2:02 pm)

Couldn't yet reproduce this in some quick tests.

Is this with XAudio2? Does it happen with other sound providers?

I'll do some more thorough testing.
#2
10/21/2009 (6:02 pm)
Ah, didn't think to check the sound providers.

Yes, it only appears to happen with XAudio. DirectSound and OpenAL(!) both work correctly.
#3
11/04/2009 (10:48 pm)
I am facing the exact same issues as Steve. Is this going to be properly addressed?
#4
11/05/2009 (7:29 pm)
I've had the same issue as well.
#5
11/05/2009 (7:36 pm)
This should only pertain to XAudio2. I *really* recommend using OpenAL or FMOD.

I honestly would love to see the DirectSound and XAudio2 layers being killed off entirely.

Still, hope to have this resolved for 1.1.
#6
11/05/2009 (8:14 pm)
@Rene
Any particular reason why Xaudio (doesn't say 2 in my audio options list, but there you are) is the default sound provider on install?
#7
11/05/2009 (8:22 pm)
Don't they use Xaudio for the Xbox side as well. We removed xaudio from our compile as it was causing issues. OpenAL seems to do the job, just have to have wav/ogg files.
#8
11/05/2009 (8:25 pm)
No good one, I fear.

Before 1.0.1 we did not distribute OpenAL with the SDK and thus did not use it as the default as, even if people had it installed it likely was some old and completely buggy version.

This leaves only DirectSound and XAudio2 since FMOD is a separate install anyways.

DirectSound, however, is being phased out and often has issues on anything newer than XP whereas XAudio2 usually has more stable and better performing drivers now.

Unfortunately, while all this is nice and all that, it all doesn't help if the XAudio2 layer is buggy--which it is and has been since the beginning of my SFX changes.

The other APIs are fairly similar in operation so functionality is fairly easy to keep consistent (DS has its oddities, but nothing that matters too much). XAudio2, however, does *everything* different so it is just a major pain and since the other APIs were working and had better functionality, the XAudio2 layer always came a little short.

But yeah, lame/no excuse.
#9
11/05/2009 (8:28 pm)

@Xerves
Yeah, it's used on the Xbox, too. However, developers doing console titles should usually be able to afford an FMOD license which also has superior functionality with Torque SFX (even more so in 1.1).
#10
11/16/2009 (2:00 pm)
THREED-806
#11
05/26/2011 (11:13 am)
Fixed in 1.1 Final.