Opened 7 years ago

Closed 7 years ago

#10279 closed defect (worksforme)

TITANIC: Ambient music does not start playback after leaving Titania's room

Reported by: csnover Owned by: dreammaster
Priority: normal Component: Engine: Titanic
Version: Keywords:
Cc: Game: Starship Titanic

Description

  1. Load attached game
  2. Click forward

Expected: After leaving back to the top of the well, the top of the well music fades in
Actual: No music fades in, only a water sound is heard

Build: 8d555acc0dcc2c32fee1250b8ae9c7b7020e24ea

Attachments (1)

titanic-win.008 (101.3 KB ) - added by csnover 7 years ago.

Download all attachments as: .zip

Change History (9)

by csnover, 7 years ago

Attachment: titanic-win.008 added

comment:1 by dreammaster, 7 years ago

Now this is an interesting case. First of all, it seems like I'd previously misunderstood how the auto music players operated a bit. They currently have an "_isRepeated" field, which should probably be renamed to "_isEnabled". The game's "project" is set up with an auto music player for each overall room where ambient music is played. And messages are generated when the player enters or leaves the room to turn on the new room's auto music player, whilst turning off any player in the room just left. So only one auto music player should be enabled at a time, and it should only be the one in the currently actively room.

In the case of your savegame, however, the EmbLobby room auto music player is actually turned on, when it obviously shouldn't be. So when the savegame is loaded, it gets reactivated, and the Embarkation Lobby music starts playing. In the little time I had before going to work, I tried entering and leaving the Embarkation Lobby as normal, and it's auto music player was correctly disabled. I don't suppose you did anything non-standard for the game before saving, such as using the cheat room?

If not, I guess I can at least code in a workaround.. maybe pass the now active room as part of the LoadSuccessMsg call, and have the auto music player automatically flag itself as off if it's not in the active room

comment:2 by csnover, 7 years ago

No cheats/debugs were used in the making of this save game.

comment:3 by csnover, 7 years ago

I think all I did to trigger this state was to walk through the door to Titania’s from Top of the Well, turn around immediately, and walk out, but I will need to double-check later.

comment:4 by dreammaster, 7 years ago

Whoops, sorry, I put this comment in the wrong bug report. This was intended for the "loading savegame" bug.

comment:5 by dreammaster, 7 years ago

Okay, just tried it now, and maybe the cleanup I did of the music players fixed the problem, but I can't replicate it. The Top of the Well music player is not set to autoplay, so when you finish going through the doorway, there's a 2 second timer that delays starting the music, but after that the CAutoMusicPlayerBase::TimerMsg generates a message to start the music, and for me it then fades in.

comment:6 by dreammaster, 7 years ago

Owner: set to dreammaster
Resolution: worksforme
Status: newpending

comment:7 by csnover, 7 years ago

OK. I’ll keep an ear out for it the next time I run the game and will let you know if I’m still able to reproduce it.

comment:8 by dreammaster, 7 years ago

Status: pendingclosed

Thanks. And I'll close the ticket for now.

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