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Date & Time: 7/19/2024 8:37 EST
Frequency: 100% of the time the macro is used with both "mute" and a sound specified
World name: Malboro
Character name: Cyrtip Norcrest
Retainer name: N/A
NPC name: N/A
Monster name: N/A
Class/Level: N/A
Party or solo: N/A
In-game time: N/A
Area and coordinates: N/A
Housing: N/A
Steps:
1. Open the Alarms menu
2. Click "Add Alarm"
3. Expand advanced settings
4. Change the sound from "Bell", or tick the "Mute sound while bound by duty" checkbox
5. Copy the generated text command and enter it into the chat window, or put it in a macro and execute the macro
6. Inspect the generated alarm; both sound effect and mute will be set to their default values (Bell, and unmuted while bound by duty)
The generated alarm command uses "sound0x" as an argument for the [sound effect] subcommand, which is wrong, causing it and any following subcommands ([mute]) to be ignored.
The proper format for specifying a sound effect for an alarm is "se0x", and when an alarm command is entered with the sound effect specified in that format, it and the mute subcommand are applied properly
This is the alarm generated when '/alarm "Alarm se03" et 0000 0 se03 mute' is entered:
The sound effect and mute are applied correctly.
Continue reading...
Date & Time: 7/19/2024 8:37 EST
Frequency: 100% of the time the macro is used with both "mute" and a sound specified
World name: Malboro
Character name: Cyrtip Norcrest
Retainer name: N/A
NPC name: N/A
Monster name: N/A
Class/Level: N/A
Party or solo: N/A
In-game time: N/A
Area and coordinates: N/A
Housing: N/A
Steps:
1. Open the Alarms menu
2. Click "Add Alarm"
3. Expand advanced settings
4. Change the sound from "Bell", or tick the "Mute sound while bound by duty" checkbox

5. Copy the generated text command and enter it into the chat window, or put it in a macro and execute the macro

6. Inspect the generated alarm; both sound effect and mute will be set to their default values (Bell, and unmuted while bound by duty)

The generated alarm command uses "sound0x" as an argument for the [sound effect] subcommand, which is wrong, causing it and any following subcommands ([mute]) to be ignored.
The proper format for specifying a sound effect for an alarm is "se0x", and when an alarm command is entered with the sound effect specified in that format, it and the mute subcommand are applied properly
This is the alarm generated when '/alarm "Alarm se03" et 0000 0 se03 mute' is entered:

The sound effect and mute are applied correctly.
Continue reading...