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[Beta 14] Secret door far away plays sound as if close

Started by R-26 Lightspeed, September 28, 2024, 03:29:07 AM

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R-26 Lightspeed

I've noticed this twice, the sound of an emergency access door opening or closing playing too loudly.
I made backups of the save files' backups, which i could try to use to create a save file that reproduces the bug through a single step,
if you think that this is worth investigating more. (I think this could be due to a limitation of how sound hardware works?)

First scenario (attached and linked are the same thing, different quality).
When moving out of the door into the room, some swarmers in the room across move out of an emergency access door¹,
both doors close at the same time, and both their sounds play at the same volume, despite being at completely different distances.
https://imgur.com/a/sound-bug-tQEzpEz

¹You can hear it open less loudly earlier in the video, when i was closer to it.

My related advanced.cfg settings are as follow :
soundIgnoresDistance=0
minimumPropVolume=20   // The sound bugs i'm talking about all play far more loudly than the quietest versions of those sounds i've heard in other circumstances.
deferredAudioLoading=1   // Not sure what that one is

R-26 Lightspeed

Second scenario.
You can see a grunt moving out of the emergency access doorway on the right at the same time as the sound for it plays,
far too loudly for something that didn't make a sound when opening a few tiles farther away.
https://imgur.com/a/sound-bug-software-hardware-issue-r0Sl67h

R-26 Lightspeed

I made a save file that easily reproduces the bug, by just waiting one or two turns after loading it.
I attached that file to this post and called it "two step".

The other attached file is a few turns earlier, which i think gives enough time to experiment, if needed.

Kyzrati

#3
I've used your particular config settings and can't repeat the situation described. Using those saves nothing is heard. Given your position, the distance involved, and the maximum propagation for that particular sound, I don't think you should hear anything from the distance in that save, regardless of setting.

Quote from: R-26 Lightspeed on September 28, 2024, 03:34:03 AM
far too loudly for something that didn't make a sound when opening a few tiles farther away.
Though keep in mind that is also the effect of using minimumPropVolume in the first place, though perhaps not relevant here as I don't think it should really play at all, at least not in the scenario shown.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

R-26 Lightspeed

Oh, right, forgot to mention i'd tested it with minimumPropVolume=0, and it still happened.

To confirm, do you hear the louder sound in the videos i attached/linked?
If you can hear it in the videos, i'll do a few more test on my end.

Quote from: Kyzrati on October 01, 2024, 09:06:04 PMI don't think it should really play at all, at least not in the scenario shown.
As in, not at all, or just very quietly?

Kyzrati

Oh actually, I didn't even notice those videos had audio at all (muted by default), thought they were just visual recordings showing the distance. Opened and glanced at it too quickly on trying to repeat the situation via the saves, since I was working backwards from what you provided.

Quote from: R-26 Lightspeed on October 02, 2024, 01:51:42 AM
As in, not at all, or just very quietly?
Not at all, based on the distance.

Regarding the first swarmer one though, that's interesting though perhaps a result of the very limited channels allocated for playing any door-related sounds, though there are technically more than one. Overall seems odd, though not really something worth investigating if I can't reproduce these here (still can't) for a quick solution.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

R-26 Lightspeed

Quote from: Kyzrati on October 02, 2024, 02:41:07 AM
Oh actually, I didn't even notice those videos had audio at all (muted by default), thought they were just visual recordings showing the distance. Opened and glanced at it too quickly on trying to repeat the situation via the saves, since I was working backwards from what you provided.
So wait, can you hear the louder sounds in the videos or not?

Kyzrati

Yeah I heard it when I went back and unmuted the video after you implied they come with audio again.

(Didn't hear anything in game with the saves you sent though, regardless of settings.)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

R-26 Lightspeed

I did a few tests, and it seems that :

-Changing a bunch of my settings doesn't affect the bug.

-Moving one tile to the left doesn't affect the bug (but moving anywhere else does, by making the sound not play).

-Destroying some walls/doors¹ (specifically, walls/doors that destroying makes it easier for the 'secret door sound' to travel to me) "fixes" the bug.
¹See attached screenshot

-This isn't specific to secret doors? I'm pretty sure i heard a regular door's sound play too loudly as well, though i didn't record it, and failed to reproduce it.

Basically, it seems that this bug only occurs on my end, at a probably very specific distance from the sound. (Also, with two doors between me and the sound, like in the first swarmer one.)
Since the sound also isn't supposed to play at all in the save, maybe the cause of the bug is something like "division by zero", which can differ by OS and CPU, during the sound's "pathfinding"?
In which case, it would be pretty difficult for you to reproduce the bug (for starters, i'm still on Linux), so yeah, probably not worth investigating further.

Kyzrati

Oh yeah, forgot to mention that on thinking about it earlier I was considering the likelihood that the real issue could be some oddity in the underlying audio library, not likely to be Cogmind itself in this case (doesn't really make sense that it would be based on what I know about it, anyway, or that I wouldn't be able to repeat it with an actual save under what are clearly the same conditions).

Based on past experience, Linux in particular does tend to be more likely to have audio issues, though technically even on Windows some people with unique third-party hardware or software setups have also experienced issues that are only resolved by disabling those features.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon