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[BUG] Crushers restart their sounds instead of looping #2843

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MajorCooke opened this issue Nov 29, 2024 · 0 comments
Open

[BUG] Crushers restart their sounds instead of looping #2843

MajorCooke opened this issue Nov 29, 2024 · 0 comments

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@MajorCooke
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MajorCooke commented Nov 29, 2024

Whenever a crusher changes directions, they'll restart the whole sound sequence instead of letting it keep looping like how Doom does it.

I think this change occurred around the time the sound rework was done, which was about November/December 2019.

Plug this into SNDSEQ.

:CeilingNormal
	play		plats/pt1_stop
	playrepeat	plats/pt1_mid
	stopsound	plats/pt1_stop
end

The expected result, for me at least, is to have the crushers keep looping the repeat sound without playing the starting or stopping sound until it's actually stopped. But instead, it goes through the whole thing and is rather jarring. Even Star Wars Dark Forces does what Doom does, it plays the looping sound without restarting it until it's stopped.

Another way to check is to do this:

:CeilingNormal
	playrepeat	plats/pt1_strt
end

You'll definitely tell it's repeating since Doom's normal movement sound is difficult to distinguish.

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