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Old error with sound


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The error is that you do not hear some sounds after teleporting. This error occurs on a large number of private servers, basically I did not play on any one that would have this bug fixed. I tried to look for a solution, but to no avail. I did not find anything about it.

Solution to this problem he gave Abel(Tiger):

 

// SoundManager.cpp
// Search:
void CSoundManager::StopAllSound3D()
{
	for (int i = 0; i < CSoundManager3D::INSTANCE_MAX_COUNT; ++i)
	{
		StopSound3D(i);
	}
}
// Replace with:
void CSoundManager::StopAllSound3D()
{
	for (int i = 0; i < CSoundManager3D::INSTANCE_MAX_COUNT; ++i)
	{
		StopSound3D(i);
	}
	
	m_PlaySoundHistoryMap.clear();
}

// Search:
	ms_SoundManager2D.Destroy();
// Add after:
	m_PlaySoundHistoryMap.clear();

 

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I asked friends about this error and everyone has it. I have downloaded a server from another country (calliope2) and the error also occurs there. As I say, I did not meet any server without this error.  WeedHex You too no have this error too?

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14 minutes ago, Tatsumaru said:

I asked friends about this error and everyone has it. I have downloaded a server from another country (calliope2) and the error also occurs there. As I say, I did not meet any server without this error.  WeedHex You too no have this error too?

Yes dude, it's so "WTF" AHAHAH

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// SoundManager.cpp
// Search:
void CSoundManager::StopAllSound3D()
{
	for (int i = 0; i < CSoundManager3D::INSTANCE_MAX_COUNT; ++i)
	{
		StopSound3D(i);
	}
}
// Replace with:
void CSoundManager::StopAllSound3D()
{
	for (int i = 0; i < CSoundManager3D::INSTANCE_MAX_COUNT; ++i)
	{
		StopSound3D(i);
	}
	
	m_PlaySoundHistoryMap.clear();
}

// Search:
	ms_SoundManager2D.Destroy();
// Add after:
	m_PlaySoundHistoryMap.clear();

 

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45 minut temu, Abel(Tiger) napisał:

 


// SoundManager.cpp
// Search:
void CSoundManager::StopAllSound3D()
{
	for (int i = 0; i < CSoundManager3D::INSTANCE_MAX_COUNT; ++i)
	{
		StopSound3D(i);
	}
}
// Replace with:
void CSoundManager::StopAllSound3D()
{
	for (int i = 0; i < CSoundManager3D::INSTANCE_MAX_COUNT; ++i)
	{
		StopSound3D(i);
	}
	
	m_PlaySoundHistoryMap.clear();
}

// Search:
	ms_SoundManager2D.Destroy();
// Add after:
	m_PlaySoundHistoryMap.clear();

 

Thank you, it works great ;) 
I think the topic can be moved to guides.

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Acum 13 ore, ReFresh a spus:

Regarding to this topic... Got someone some idea where should be a problem with horse footsteps?

Bugged horse footsteps:

  Reafișează conținuturi ascunse

 

Normal horse footsteps:

  Reafișează conținuturi ascunse

 

Thanks for answers!

Sincerely,

ReFresh

Check GameLib/ActorInstanceMotion.cpp function : void CActorInstance::__MotionEventProcess(BOOL isPC)

On else it shoud not be a loop. 

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@Abel(Tiger) I have this in my source:

Spoiler

void CActorInstance::__MotionEventProcess(BOOL isPC)
{
	if (isAttacking())
	{
		DWORD dwNextFrame = DWORD(GetAttackingElapsedTime() * g_fGameFPS);
		for (; m_kCurMotNode.dwcurFrame < dwNextFrame; ++m_kCurMotNode.dwcurFrame)
		{
			MotionEventProcess();
			SoundEventProcess(!isPC);
		}
	}
	else
	{
		MotionEventProcess();
		SoundEventProcess(!isPC);

		++m_kCurMotNode.dwcurFrame;
	}
}

 

 

I'll be always helpful! 👊 

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Someone got another idea?

On 4/9/2019 at 11:52 PM, ReFresh said:

Regarding to this topic... Got someone some idea where should be a problem with horse footsteps?

Bugged horse footsteps:

  Reveal hidden contents

 

Normal horse footsteps:

  Reveal hidden contents

 

Thanks for answers!

Sincerely,

ReFresh

 

I'll be always helpful! 👊 

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3 hours ago, ReFresh said:

@WeedHex Already checked and compared with the official one. I think it sounds the same.

Mhhhh in this case should be that the sound's beginning looped x2 time's. The problem there was also before to apply this thead's fix or also before?

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