No shot sound for rocket launcher and plasma gun

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IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

No shot sound for rocket launcher and plasma gun

Post by IvanZ »

Hi !
GZDoom 2.3.2 64bit without any additions.
No shot sound for rocket launcher and plasma gun. File doom2.wad original. In DoomsDay is working properly.
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Graf Zahl
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Re: No shot sound for rocket launcher and plasma gun

Post by Graf Zahl »

Just these two? That's strange.
Can you post the output you get when starting 'gzdoom +logfile log.txt'?
IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

Re: No shot sound for rocket launcher and plasma gun

Post by IvanZ »

Yes. Only two.

Log started: Fri Jan 13 14:24:24 2017

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users/IvanZ/Desktop/DoomExplorer118ru/gzdoom-bin-2-3-2-x64/gzdoom.pk3, 671 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU speed: 3067 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i3 CPU 540 @ 3.07GHz
Family 6, Model 37, Stepping 2
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.61
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 148.17 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: Quadro FX 580/PCIe/SSE2
GL_VERSION: 3.3.0 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 3.30 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge 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GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 8192
Max. texture units: 32
Max. varying: 60
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 1280 x 1024

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map01 - entryway
IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

Re: No shot sound for rocket launcher and plasma gun

Post by IvanZ »

Write through the translator, so sorry.
The sound of the shot surfaced, if you shoot in motion. If you stand still, no sound. The rest of the weapons have no such problems.
IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

Re: No shot sound for rocket launcher and plasma gun

Post by IvanZ »

And not any motion but the right\left or strafe left/strafe right. Forward\back does not help.
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Enjay
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Re: No shot sound for rocket launcher and plasma gun

Post by Enjay »

I'm not sure if it will help but you could try going to the sound options menu and increasing the number of sound channels available.
_mental_
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Re: No shot sound for rocket launcher and plasma gun

Post by _mental_ »

Does it make any difference with OpenAL sound backend? Set Options -> Sound Options -> Sound Backend to OpenAL and then press Restart Sound in the same menu.
IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

Re: No shot sound for rocket launcher and plasma gun

Post by IvanZ »

Will be able to check until Monday
IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

Re: No shot sound for rocket launcher and plasma gun

Post by IvanZ »

_mental_ wrote:Does it make any difference with OpenAL sound backend? Set Options -> Sound Options -> Sound Backend to OpenAL and then press Restart Sound in the same menu.
The sound of the shots appeared, but disappeared music. In the logs the error is "Starting MIDI playback failed". If you go back to FMOD EX, it is still no longer appears. Managed to recover the music after you install the MIDI Device = Microsoft GS wavetable synth. For other settings not working.

But in this mode not all the music is played. In the original Doom2 works, and in a makeshift wad's in some levels is silent.
IvanZ
Posts: 7
Joined: Fri Jan 13, 2017 9:11

Re: No shot sound for rocket launcher and plasma gun

Post by IvanZ »

Found ! Set Options FMod - Speaker Mode - Stereo. Now everything is working properly.

Thanks for help !
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