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createSoundSource does not resume playing after player gets back into range
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Description

Looping sound created by createSoundSource does not resume playing if player first travels long distance away from it and then returns back.
Interestingly enough, if it's the first time you approach it sound source will be audible at correct distance - no matter your initial position.

This in turn makes creating any sort of persistent looping sound source that you can interrupt via script pretty hard without resorting to playSound3D, and even then as of v.2.12 there's no good way to interrupt it either.

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Sound
Steps To Reproduce
  1. Spawn sound source with createSoundSource
  2. Approach sound source, note the SFX playing
  3. Distance yourself from the sound source, 15 km seem to be reliable range for repro but it's lower in practice
  4. Get back into sound source range
  5. Note that SFX stopped playing

Observed:
Sound source SFX does not resume playing after getting back in it's range.

Expected:
Sound source SFX resumes playing after player gets back in it's range.

Additional Information

Also observed in multiplayer and seems to have local effect, i.e. if P1 remains at sound source and P2 travels far enough away then returns, P1 will continue hearing the SFX while P2 would experience the bug.

I made a sample mission where bug can be observed, see here:


Repro video:

You will be spawned near the sound source, to reproduce select "Teleport away from sound source" action in scroll menu and then select "Teleport to sound source" action to get back.
Teleporting away moves you 15 kilometers from the sound source, but the distance where bug is produced appears to be shorter.