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Comments (7)

Durtur avatar Durtur commented on May 24, 2024

@shradee are you connecting via the hosted client site (https://www.ogreforge.me/Dungeoneer/client) or simply by opening the html file? If you are not connecting to the hosted site it might be blocked by CORS (browser security thing), so you'd have to use a local web server to host the client.

I just tested the online client and the default sounds work. There's no support yet for custom sounds unfortunately.

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Durtur avatar Durtur commented on May 24, 2024

To see if CORS is blocking it open the dev console in the client, you should see a cors error there

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shradee avatar shradee commented on May 24, 2024

CORS hasn't blocked anything. Also, I am using ogreforge site

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0x07C0 avatar 0x07C0 commented on May 24, 2024

I feel like my issue is related to this one.
If you join a room with already spawned sounds everything works just fine:
Object { path: "./client/sounds/blizzard.mp3", name: "blizzard" } with a successful load.
But attempting to add a sound while somebody is connected will generate an object with a wrong path for that client
Object { name: "slime", path: "slime.wav" }
Which results in 404 GET https://www.ogreforge.me/Dungeoneer/slime.wav

UPD: I was wrong about the cause. The only sounds that work are blizzard and beach ocean, while slime and etc create an object with an incorrect path (???)
UPD2: docs/client/soundManager.client.js#L180 well this does explain something

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Durtur avatar Durtur commented on May 24, 2024

@0x07C0 yes that is correct, seems that the soundlibrary isn't correctly defined, or half implemented in the client

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Durtur avatar Durtur commented on May 24, 2024

This should be resolved once the client site deploys in a few mins

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Durtur avatar Durtur commented on May 24, 2024

So it seems that there was a problem with the javascript sound library used, as sounds were not playing if they were added after client connected. But it should be fixed now. @shradee feel free to reopen if this is still a problem.

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