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Caravel Forum : DROD Boards : Bugs : Black gates have no toggle sound (Build 74)
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Mazer
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icon Black gates have no toggle sound (0)  
When black gates toggle, there is no sound coming from them. All other gates work fine.
04-06-2008 at 03:36 PM
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coppro
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icon Re: Black gates have no toggle sound (0)  
The toggle sound comes from the CID_AllTarRemoved event... I suspect that preventing the "All tar removed" event from firing on a black gate rising also prevents the sound.
04-06-2008 at 04:12 PM
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mrimer
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icon Re: Black gates have no toggle sound (0)  
coppro wrote:
The toggle sound comes from the CID_AllTarRemoved event... I suspect that preventing the "All tar removed" event from firing on a black gate rising also prevents the sound.
Probably so. Would you tell me in what specific situation this occurs?

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[Last edited by mrimer at 04-07-2008 04:51 PM]
04-07-2008 at 04:51 PM
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coppro
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icon Re: Black gates have no toggle sound (+1)  
GameScreen.cpp, around line 3075 in CGameScreen::ProcessCueEventsBeforeRoomDraw, the sound for a door opening is played if any of CID_AllTrapdoorsRemoved, CID_RoomConquerPending, or CID_AllTrapdoorsRemoved is triggered.

Also, CID_AllTrapdoorsRemoved is also triggered when a trapdoor is added, in CDbRoom::IncTrapdoor. I would recommend creating two new cue events, associated triggers for script, and triggers for the sounds. It's the only way that doesn't whack backwards-compatibility over the head with a large stick.
04-08-2008 at 12:45 AM
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mrimer
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icon Re: Black gates have no toggle sound (0)  
coppro wrote:
GameScreen.cpp, around line 3075 in CGameScreen::ProcessCueEventsBeforeRoomDraw, the sound for a door opening is played if any of CID_AllTrapdoorsRemoved, CID_RoomConquerPending, or CID_AllTrapdoorsRemoved is triggered.
I ssume you mean AllTarRemoved here, since Mazer is talking about black gates. If you recall, this should have been fixed by me for build 74. If it's still not working with build 74, I need a specific simple example hold that demonstrates the bug.
Also, CID_AllTrapdoorsRemoved is also triggered when a trapdoor is added, in CDbRoom::IncTrapdoor. I would recommend creating two new cue events, associated triggers for script, and triggers for the sounds. It's the only way that doesn't whack backwards-compatibility over the head with a large stick.
That's true. I'll fix this so AllTrapdoorsRemoved does not fire when a trapdoor is added to a room w/o trapdoors in build 75.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
04-08-2008 at 03:34 PM
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coppro
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icon Re: Black gates have no toggle sound (0)  
mrimer wrote:
coppro wrote:
GameScreen.cpp, around line 3075 in CGameScreen::ProcessCueEventsBeforeRoomDraw, the sound for a door opening is played if any of CID_AllTrapdoorsRemoved, CID_RoomConquerPending, or CID_AllTrapdoorsRemoved is triggered.
I ssume you mean AllTarRemoved here, since Mazer is talking about black gates. If you recall, this should have been fixed by me for build 74. If it's still not working with build 74, I need a specific simple example hold that demonstrates the bug.
It was a typo. The third should be CID_AllTarRemoved. But as I haven't seen the code and I'm not on Windows, I can't tell you whether the sound was changed. I'm thinking that if you made CID_AllTarRemoved not fire when black gates are raised, then there will not be a sound. Similarly for trapdoors.
04-09-2008 at 01:36 AM
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mrimer
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icon Re: Black gates have no toggle sound (0)  
coppro wrote:
mrimer wrote:
coppro wrote:
GameScreen.cpp, around line 3075 in CGameScreen::ProcessCueEventsBeforeRoomDraw, the sound for a door opening is played if any of CID_AllTrapdoorsRemoved, CID_RoomConquerPending, or CID_AllTrapdoorsRemoved is triggered.
I ssume you mean AllTarRemoved here, since Mazer is talking about black gates. If you recall, this should have been fixed by me for build 74. If it's still not working with build 74, I need a specific simple example hold that demonstrates the bug.
It was a typo. The third should be CID_AllTarRemoved. But as I haven't seen the code and I'm not on Windows, I can't tell you whether the sound was changed. I'm thinking that if you made CID_AllTarRemoved not fire when black gates are raised, then there will not be a sound. Similarly for trapdoors.
Right. Which is why I'm requesting the poster of this bug report provide some evidence that build 74 has this bug.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
04-09-2008 at 02:04 AM
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TFMurphy
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icon Re: Black gates have no toggle sound (0)  
For the record, it's happening on both basic toggles of the black gate. If you create a room with a Black Gate, a blob of Mud, and a Mud Mother on no mud, then the gate will toggle when the blob is destroyed, and then toggle again when the Mud Mother grows. On both events, there is no sound from the Black Gate toggle.
04-09-2008 at 03:35 AM
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mrimer
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icon Re: Black gates have no toggle sound (0)  
TFMurphy wrote:
For the record, it's happening on both basic toggles of the black gate. If you create a room with a Black Gate, a blob of Mud, and a Mud Mother on no mud, then the gate will toggle when the blob is destroyed, and then toggle again when the Mud Mother grows. On both events, there is no sound from the Black Gate toggle.
I found the reason for this. It'll be fixed in build 75.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
04-15-2008 at 03:53 PM
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