SoundManager changes zone building RNG

Issue #8010 resolved
John Snail created an issue

SoundManager._PlayWorldSound uses AudioClipSet.next to play a random sound in a set. The RNG used for this randomisation defaults to Calc.R, which appears to be used in zone building. Zone building happens on a different thread, meaning sounds can end up playing at unpredictable times during the process, changing the RNG.

Thankfully, the fix is to simply pass Rnd2 to the ShuffleInPlace call.

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