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AudioIs audio relatedIs audio relatedBugSomething is not working right, typically is user facingSomething is not working right, typically is user facingGenRelates to GeneralsRelates to GeneralsMajorSeverity: Minor < Major < Critical < BlockerSeverity: Minor < Major < Critical < BlockerScriptIs related to Script Engine, SCBIs related to Script Engine, SCBWorldBuilderRelates to World BuilderRelates to World BuilderZHRelates to Zero HourRelates to Zero Hour
Description
Thanks to @helmutbuhler for noticing this issue.
*** IF ***
'Taunts_Toxin001' has completed playing.
*** THEN ***
[???]All of Player 'player0''s buildings and units are dealt a lethal amount of damage.
Data\Audio\Speech\<language>\ttoxi001.wav
file length english: 3471 msec
file length german: 1435 msec
If a multiplayer map has a script like this, then all players must have an audio file with the exact same length or the game is going to mismatch. The audio files for non-English languages may differ in length from English ones. This appears to be case, in some instances at the very least, which is problematic.
Alternatively, players may have modified their audio files. xezon mentioned that some audio files were shortened for GeneralsGamePatch.
- Somewhat similar issue Using <Local Player> in scripts may be problematic in multiplayer and replays #2082
- This issue came to light when I looked into Incomplete implementation of dummy audio manager can cause mismatches in headless mode #2295
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AudioIs audio relatedIs audio relatedBugSomething is not working right, typically is user facingSomething is not working right, typically is user facingGenRelates to GeneralsRelates to GeneralsMajorSeverity: Minor < Major < Critical < BlockerSeverity: Minor < Major < Critical < BlockerScriptIs related to Script Engine, SCBIs related to Script Engine, SCBWorldBuilderRelates to World BuilderRelates to World BuilderZHRelates to Zero HourRelates to Zero Hour