Demo mission:
Code:
nul = [] spawn {sleep 1;v1 engineOn true;sleep 1;v1 enablesimulation false;};
Demo mission:
Code:
nul = [] spawn {sleep 1;v1 engineOn true;sleep 1;v1 enablesimulation false;};
Repro steps:
Rydygier — Today at 10:46 AM
Here is a vanilla repro of the issue, we hear in FTD:
https://www.dropbox.com/s/ythiblafoxc0iuh/LingeringEngineSound_repro.VR.zip?dl=0
Note, it is not about deleteVehicle, rather about enableSimulation false & setPos [far] away.
If I add setFuel 0 and engineOn false like this:
nul = [] spawn {sleep 1;v1 engineOn true;sleep 1;v1 setFuel 0;v1 engineOn false;v1 enablesimulation false;sleep 1; v1 setPos [0,0,0];};
The issue is still present.
But with additional sleep:
nul = [] spawn {sleep 1;v1 engineOn true;sleep 1;v1 setFuel 0;v1 engineOn false; sleep 1;v1 enablesimulation false;sleep 1; v1 setPos [0,0,0];};
The issue is fixed. Sadly, sleeping put there may be not a good option in that FTD code.
BTW tested via: https://community.bistudio.com/wiki/allMissionObjects
If there's any "#soundonvehicle" or "#dynamicsound" left behind, that could be deleted, but seems not the case. No such objects detected.
Also this:
nul = [] spawn {sleep 1;v1 engineOn true;sleep 1;deleteVehicle v1;};
Doesn't cause the issue.
Can you retest on profiling branch? we very recently did a fix for that on helicopters.
Maybe its a similar issue here
still true
Original output filename: Arma3Retail_DX11_x64 Exe timestamp: 2021/10/12 14:53:28 Current time: 2021/10/16 10:27:53 Type: Public Build: Stable Version: 2.06.148349
nul = [] spawn {sleep 1;cursorTarget engineOn true;sleep 1;cursorTarget enablesimulation false;}; nul = [] spawn {sleep 1;cursorTarget engineOn true;sleep 1;cursorTarget setFuel 0;cursorTarget engineOn false;cursorTarget enablesimulation false;sleep 1; cursorTarget setPos [0,0,0];}; nul = [] spawn {sleep 1;cursorTarget engineOn true;sleep 1;cursorTarget setFuel 0;cursorTarget engineOn false; sleep 1;cursorTarget enablesimulation false;sleep 1; cursorTarget setPos [0,0,0];};
Thank you for reporting the issue.
I was able to confirm that the sound sticks around.
We will see what we can do to resolve this issue.