View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0029585||Runner||Audio||Public||2018-06-04 09:18||2018-10-29 14:40|
|Reporter||Peter Hall||Assigned To||Peter Hall|
|Priority||Medium||Severity||B - Major||Reproducibility||100%|
|Target Version||2.2.1||Fixed in Version||2.2.1|
|Summary||0029585: Audio: When the frame rate is set very high, audio_sound_gain() does not fade over the expected period|
|Description||The audio fade code (Audio_SetGainForNoise) looks at g_GameTimer.GetFPS() to work out how many steps to fade out over. Since get fps is 1,000,000 it calculates a frame rate of 0 which gets bumped to 1 to avoid division by zero. |
So the audio is fading out properly, but it’ll take about a day to fade all the way out.
|Steps To Reproduce||Run attached project, press [space] to start sound fading in.|
The sound should fade in over 5 seconds, but will take longer.
If you comment out the code in object0/Alarm 0 that sets the framerate and run again it should work as designed.
|Tags||No tags attached.|
|1.4 Found In|
|2.x Runtime Found In|
|2.x Runtime Verified In||126.96.36.1998|