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Sound Block not working properly (SP survival, post MP update)

Fabio Hasseck shared this bug 5 years ago
Won't Fix

Setup:

Underground base, on one of the sides I drilled a hole down to 35 meters below ground, piped it up with conveyor blocks and built the walls.

The block in the middle of the floor was a conveyor junction, on top of it two pistons and on top of them another junction surrounded by blast doors and a gatteling turret.

Just below the entrance of the pit there are two timers, a sound block and a sensor, set to find sub-grids and set to trigger the timers according to if the grid is found or not.

On the entrance of the pit, hangar doors to cover it and two interior lights.

The idea:

When the pistons extend the turret will be detected by the sensor, timer 1 will trigger. opening the hangar doors, lighting the lights and playing a warning sound.

When the piston retract past certian area the sound will stop, lights off and the doors closing.

The problems:

1) Sound block won't always trigger when activated manually or by the timer, even when manually clicking the stop and play buttons.

2) When exiting the max sound distance and re-entering the sound stop and is not heard anymore, despite the block terminal window showing its still being played.

3) At times when the piston retract the sound block stop even before timer 2 trigger.


Tested with both vanilla sounds and with modded sound packs.

Replies (5)

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logs?

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I have noticed a issue with sound blocks that might be the same thing but would to check your issue if it is the same. Do you have your 'Music Volume' turned down/off? Can the sound you are trying to use be looped?


Reason for the questions is because I have noticed every sound that is played by the sound block that cant use the loop option, uses the 'Music Volume' control. While every sound the can be looped, uses the 'Sound Volume' control.

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Hello,


Could you please provide us with more information regarding the issue you reported? To report a bug into

our system it is necessary to have reliable steps to reproduce in order for programmers to fix it.


Any additional information would be greatly appreciated!


Thank you.


Kind Regards

Keen Software House: QA Department

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Hello Engineer(s),


Since there are no new comments in this topic and we are still not able to reproduce it, we are closing this thread as outdated.


In case anyone is encountering the same or similar bug, which is not already posted in a different thread, please feel free to create a new thread with all relevant information.


Thank you.


Kind Regards

Keen Software House: QA Department

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One reproducable bug would be:

Place a soundblock on your ship next to your main cockpit and let it play music/sound that plays at least for a few seconds to test it. (Like a song)


Go into birdseye view (V) and zoom out to max while still sitting in your cockpit.

You should no longer hear the sound at normal range setting. When you zoom back in, the sound/music has stopped playing, probably because of some LOD setting that also affects sound.

When you increase the range of the soundblock to max, it think it is 200 or 500m, you should still hear it while zoomed out (max).

Zooming back you will still hear the sound.

I think the game doesn't remember the state of the soundblock when you get out of its range for over 2-3 sec and then come back.

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i think i figured out how to recrate the bug have a very complex seen aka big ship have music audio at 0 (doesn't seam to happen when its not at 0) and trigger a sound block with a non looping sound and yes i am still having this problem to this day happens in modded and un modded worlds

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