In short: All ambient_generics in my map have stopped working.
I searched around for many weeks but haven't found a solution yet... so your help would be greatly appreciated ?
It started around the time when I added more soundscapes in the map, with triggers to transition between each of them.
The only instance of the same issue I found was this reddit thread:
This is EXACTLY the issue I have- but there's no confirmed solution and the thread is now archived...
I tried to communicate with the user, but no answers yet.
@TopHATTwaffle, you replied to this thread so maybe you know the answer to this mystery ?
Here's a bunch of info describing what I found so far:
- I tried using the snd_rebuildaudiocache command. Seems to do nothing at all (log throws a No such command! afterwards).
- Unlike ambient_generics, all soundscapes work fine, and transitions work properly with triggers around the map.
- I get this assert in the log when the map has finished loading, one for each sound that is broken: CSoundEmitterSystemBase::GetParametersForSound: No such sound (sound name)
- Ambient sounds actually work when "Play everywhere" is set to true. Then the assert mentioned above does not appear for that sound.
- I tried setting the "volume" and "start volume" parameters to 10, does nothing.
- When I copy/paste the ambient sounds as-is in a new map, they work fine.
- When I launch the map using a small ribbon area that's just around the spawn, ambient sounds still don't work (so it's likely unrelated to the number of instances in the scene, as mentioned on reddit).
I have not yet tried to nuke a bunch of entities though, so this is my next test- but I would be surprised if the map had hit some kind of entities limit, since I am always very careful about where and how I use them...
I hope we can sort this out, this issue has been there for way too long ? (I definitely should have asked for help sooner than that...)
Cheers! ❤️
-Mike