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!alive vehicles continues plays siren sound
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Description

If the siren is turned on the vehicle, then after destroy vehicle the sound will continue plays.

If "deleteVehicle" that vehicle then the sound will stop

I guess the problem is in BIS_fnc_setCustomSoundController, need to add check if the object is alive or something...

no mods, checked in SP, dev Arma 3

video↓

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
20H2
Category
Sound
Steps To Reproduce
  1. driver, get in e.g. I_E_Van_02_transport_MP_F
  2. use action menu to turn on the siren
  3. kill that Van (vehicle player setDamage 1)

Event Timeline

TRAGER created this task.Jun 23 2021, 3:03 PM

should be fixed next dev

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Nov 23 2021, 8:29 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
TRAGER added a comment.EditedDec 4 2021, 8:16 AM

I confirm fix in 148579, but found something:

If you turn on the siren while in the driver's seat and then get out of the car, then after the player gets into this car again, there will be played two sirens

If change player's preson of view, then the '2 sirens' will be fixed
STEPS TO REPRODUCE

  1. get in veh
  2. enable siren
  3. move out
  4. get in veh again
  5. off the sirens
  6. after, move out

Not sure what the first video shows, but second issue is legit

TRAGER added a comment.Dec 3 2022, 8:25 AM
This comment was removed by TRAGER.

wow! on dedicated server sirens still won't stop when a vehicle is destroyed

STEPS TO REPRODUCE

  1. download repro mission
  2. launch arma client and dedi server, start repro mission, respawn
  3. exec [cursorObject,'CustomSoundController1',1,0.2] remoteExec ['BIS_fnc_setCustomSoundController']; on any Van
  4. next exec cursorObject setDamage 1

result → sound did not stop

  1. deleteVehicle cursorObject will stop the sound

checkd in Dev 150658
all ok on Hosted Server and SP

BIS_fnc_KK changed the task status from Feedback to Assigned.May 28 2023, 12:13 PM

confirmed, the issue appears when vehicle is local to dedicated server

Next dev hopefully

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.May 30 2023, 1:18 PM
BIS_fnc_KK changed the task status from Assigned to Feedback.

Confirm fix, on vehicle destroy siren will stop on dedi server!

  1. The new issue found, for the JIP players the siren on vehcile will be off (they will be able to use UserAction "Siren on") see YT video
  1. Аnd the issue from my old comment is still presents, see https://feedback.bistudio.com/T159347#2260930
  1. And idk if this bug or i get wrong here, but if destroy vehicle by Van setDamage [1,false] the siren stoped only for 1 player. To repro launch my mission from above, exec [cursorObject,'CustomSoundController1',1,0.2] remoteExec ['BIS_fnc_setCustomSoundController'];. By second player exec cursorObject setDamage [1,false], result → the siren is stop for other player but not for who exec the setDamage code, see YT video
  1. probably won't fix, the rest I would look at
alishakihnh removed a subscriber: alishakihnh.
TRAGER added a comment.Jul 8 2024, 4:09 PM
This comment was removed by TRAGER.
TRAGER added a comment.EditedJul 9 2024, 11:38 AM

Forgot about comment above, here is 100% solution
of 2. issue with save all designed things:

  1. siren sound sets (CfgVehicles) needs move from soundSetsInt[]={}; and soundSetsExt[]={}; to the soundSets[]={};
  2. for each siren sound shader (CfgSoundShaders), in volume parameter, to the value need add a camPos, for interior one: (1-camPos), for exterior camPos

Check this .cpp file with done of example work to fix issue https://pastebin.com/navpYGWb

Result video shows no dpubled siren - https://www.youtube.com/watch?v=8pVGE2EH7y0

TRAGER added a comment.EditedJul 9 2024, 11:50 AM

Or

info from comment above can help to find a solution in engine? Maybe problem in soundSetsInt[]={}; and soundSetsExt[]={};? Why 'auto-detect' ext or int will give bug, but 'handwritten' ext or int in volume (CfgSoundShaders) not…
Any way we now have a full way to fix issue ヽ(ヅ)ノ

Issue 2 should be fixed in Revision: 152003

BIS_fnc_KK set Ref Ticket to AIII-54732.Jul 14 2024, 3:33 PM

Other issues should be fixed in next dev

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Jul 16 2024, 12:54 PM

Fixed: Siren could be heard twice when entering an ambulance while the siren is playing

still can be heard twice on dev but sound volume is much lower, see video https://youtu.be/aE-eLPtQo5I

not sure what the video shows, I tested it just now on onternal no issues

  1. move in ambulance
  2. enable siren
  3. move out
  4. move in again
  5. turn off siren
  6. listen carefully, set your audio volume to max, you will hear quiet siren

Maybe something went wrong with current dev build, I'll retest on new one

yes I can hardly hear it, but the controller value is 0 so it is some sound engine problem which Im not sure I can fix

If so I want to represent you solution from this comment https://feedback.bistudio.com/T159347#2635883