It's checking the current animation frame to sync the charge sounds, but there is no check to call the function StopIdleChargeSounds() when the structure is burnt. Being burnt has an animation timer of 5 frames, so the sound will play on frame 0 and 3 of that timer in the loop.
local function DoIdleChargeSound(inst)
local t = inst.AnimState:GetCurrentAnimationFrame()
if (t == 0 or t == 3 or t == 17 or t == 20) and inst._lastchargeframe ~= t then
inst._lastchargeframe = t
inst.SoundEmitter:PlaySound("dontstarve/common/together/spot_light/electricity", nil, GetRandomMinMax(.2, .5))
end
end
Steps to Reproduce
Burn a G.E.M.erator while it has socketed gems.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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