Urthar Posted June 13, 2017 (edited) So in Dimension of the Boomed, I'm making use of ambient sounds via MBF dehacked. However, I created some DECORATE code to make the WAD compatiable with Zandronum 2.1.2, and everything seems to work fine, except for one particular SFX. In GZDoom it plays back as it should and fades with distance, but in Zandronum and ZDoom this one particular SFX plays at full volume through out the whole map. SNDINFO: Quote dog/active dsdgact dog/attack dsdgatk dog/death dsdgdth dog/pain dsdgpain dog/sight dsdgsit DECORATE: Quote ACTOR AmbientMarsh replaces ColonGibs { Radius 16 Height 32 RenderStyle "None" +NOBLOCKMAP States { Spawn: POB1 A 215 A_PlaySound ("dog/death") Loop } } 0 Share this post Link to post
Urthar Posted June 13, 2017 Well I fixed it. Since the AmbientMarsh actor the last entry in the decorate lump, on a whim I moved all the Ambient SFX code from the bottom of the decorate lump to the top, and it started working... o.O 0 Share this post Link to post
Graf Zahl Posted June 13, 2017 Weird. Which version of ZDoom did you use? 2.8.1? 0 Share this post Link to post
Urthar Posted June 13, 2017 7 minutes ago, Graf Zahl said: Weird. Which version of ZDoom did you use? 2.8.1? Yeah. 0 Share this post Link to post