Description:
When the game is set to not pause after research is finished, if you open the technology screen (no queue) in the exact moment the research finishes and start a new research, all lab working sounds will synchronise and become loud. This however goes away after another pause cycle or if the research finishes next time.
Here is a video in which I demonstrate these issues with the "show-environment-sound-info" debug option enabled. There is also a weird dip in the lab sound volume at one point, I can't reproduce that.
What I expected:
Lab sounds are randomised, even if you open the technology screen frame-perfect.
What I got:
Lab working sounds synchronise if the technology screen is opened immediately after research finishes.
Steps to reproduce:
-> Lab working sounds synchronise
- Also works best in god controller with show-environment-sound-info enabled
- interface setting "Technology screen opens when research is completed" should be disabled
- research queue should be disabled (might work with it enabled, not tested)
- Find yourself some labs
- if not already researching, start researching something, then resume the game
- lab working sounds should play randomised ("progress boxes" show random progress)
- open technology screen as soon as research finishes (could require frame-perfect input)
- select a new research
- resume the game
- lab working sounds play synchronised ("progress boxes" all show same progress)
- pause the game and resume it
- lab working sounds are randomised again
- repeat steps 7 to 10, so the sounds are synchronised again
- wait until research finishes (no frame-perfect input this time)
- start a new research and resume the game
- lab working sounds are randomised again