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 [FIXED] FML0Ambient Bug

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Zetoo
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PostSubject: [FIXED] FML0Ambient Bug   Sat Jun 06, 2015 10:42 pm

Just in case this got lost within threads:
After some buildings are on fire (perhaps too much buildings on fire?) FML0Ambient.wav (the sound in question) can be heard in 0.8.5 sounds even if in your screen there is no building on fire. It plays in loop mode until the game ends. Loading the game does not solve the issue. I am just posting this because this is something that happens in WBC3 (the file exists originally in WBC1, and I cannot remember such bug as this back then), but since the file was so quiet, almost no one had noticed this. I think it might even be related to the late turn off of sounds (limit of sounds played?).  Because in 0.8.5 you can actually hear fire (ooh yeah!), this problem becomes really annoying, and I am sure someone will point this out when the new version comes.

EDIT: This seems to happen when a building is on fire and you do not destroy it. Then, if destroyed, sound returns to normal (0.8.5).
Zeto(long time ago) wrote:
[...]after my titan was created, some sfx and voices returned to normal, and all units produced after that had their voices available. The other units still had no voice. Finally: This is a wbc3 vanilla bug ("now I remember...")!

EDIT2: 0.8.5 cache size increase greatly reduced this bug, but there are still sounds cutting off all the way. this needs more testing for future patches
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Zetoo
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PostSubject: Re: [FIXED] FML0Ambient Bug   Thu Jul 30, 2015 11:45 pm

This stupid bug was...

*Drums*

...Devoured!
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Patrick_the_Winekiller
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PostSubject: Re: [FIXED] FML0Ambient Bug   Fri Jul 31, 2015 6:55 pm

Fixed in 0.8.5. Topic closed!

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[FIXED] FML0Ambient Bug
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