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Engine sounds lingers if you setPos a simulatedDisabled tank/vehicle
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Description

Demo mission:

Code:

nul = [] spawn {sleep 1;v1 engineOn true;sleep 1;v1 enablesimulation false;};

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Sound
Steps To Reproduce

Repro steps:

  1. Run the mission;
  2. Watch and listen;
  3. Note the engine sound still present, while the tank was moved far away.
Additional Information

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.

Event Timeline

dedmen added a subscriber: dedmen.Oct 15 2021, 5:53 PM

Can you retest on profiling branch? we very recently did a fix for that on helicopters.
Maybe its a similar issue here

kju-PvPscene added a comment.EditedOct 16 2021, 10:44 AM

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];};
Tenshi set Ref Ticket to Internal Ref.: AIII-54767.Tue, Nov 23, 3:56 PM
Tenshi added a subscriber: Tenshi.Tue, Nov 23, 4:01 PM

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.

should be fixed in 148536

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Tue, Nov 23, 6:53 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.