ascott18/TellMeWhen

Sound notifications playing for ALL icons even ones that don't have a sound notification

Closed this issue · 3 comments

WoW Version

Retail

TellMeWhen Version

11.0.5

Describe the bug

All of my sound notifications are playing for all of my icons instead of just the one sound picked for the icons that have sounds. This has never happened before this last patch.

When I load the last release patch (11.0.4), it does not happen and everything works fine so it is something that was just changed since 11.0.4. I tried to attach my profile but the site won't let me submit it - says file is too many characters. I have some customsound files that I use (e.g., Interface/Customsounds/shotgun.mp3) so not sure if it could be related specifically to those? But they've always worked fine before.

My full profile is too big to send but I am sending one of the icons that is having its sound triggered for everything. This uses a custom sounds file though so you would need to replace the sound with a working sound file or one of the defaults for it to actually make a sound.

Export Strings

^1^T^SShowTimer^B ^SType^Scooldown ^SShowTimerText^B ^SName^SCapacitor~`Totem ^SGUID^STMW:icon:1Z8J75OueHOj ^SConditions^T ^N1^T ^SType^SPTSINTAL ^SLevel^N1 ^SName^SCapacitor~`Totem ^t^Sn^N1 ^t^SEvents^T ^N1^T ^SAnimColor^Sbfff0000 ^SType^SAnimations ^SThickness^N3 ^SOnlyShown^B ^SAnimation^SICONFLASH ^SEvent^SWCSP ^SOnConditionConditions^T ^N1^T ^SType^SICON ^SIcon^STMW:icon:1Z8p1IfwMpGi ^t^N2^T ^SType^SICON ^SAndOr^SOR ^SIcon^STMW:icon:1ZCiqm79lN8Z ^t^Sn^N2 ^t^t^N2^T ^SType^SAnimations ^SOnlyShown^B ^SAnimation^SACTVTNGLOW ^SEvent^SWCSP ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCD ^SName^SCapacitor~`Totem ^t^Sn^N1 ^t^t^N3^T ^SType^SSound ^SSound^SInterface/Customsounds/shotgun.mp3 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCD ^SOperator^S> ^SName^SCapacitor~`Totem ^t^Sn^N1 ^t^t^N4^T ^SAnimColor^Sbfff0000 ^SType^SSound ^SSound^SInterface/Customsounds/shotgun.mp3 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCD ^SName^SCapacitor~`Totem ^t^Sn^N1 ^t^t^N5^T ^SType^SAnimations ^SOnlyShown^B ^SMagnitude^N2 ^SEvent^SWCSP ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCD ^SName^SCapacitor~`Totem ^t^N2^T ^SType^SCOMBAT ^t^N3^T ^SType^SICON ^SLevel^N1 ^SIcon^STMW:icon:1Z8p1IfwMpGi ^t^N4^T ^SType^SICON ^SLevel^N1 ^SIcon^STMW:icon:1ZCiqm79lN8Z ^t^Sn^N4 ^t^t^Sn^N5 ^t^SStates^T ^N2^T ^SAlpha^N0.5 ^t^t^SEnabled^B ^t^N110401^S~`~| ^Sicon^^

Sounds are the symptom here, not the disease. The cause was that for a brief moment every time a GCD starts, cooldown checks that should have been ignoring the GCD were not ignoring the GCD.

FYI, your icons could be simpler if you trigger your sounds with the On Start / On Finish events on the cooldown icon instead of using condition triggers.