View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024921 | AI War 2 | Bug - Audio | May 15, 2021 9:46 am | May 16, 2021 6:08 pm | |
Reporter | Daw11 | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | open | ||
Product Version | 2.909 The Hunt Intensifies | ||||
Summary | 0024921: The music doesn't play correctly when the ships are fighting | ||||
Description | During battles with a lot of noises the music doesn't seem to play correctly and becomes really choppy. I think that the problem is that there's a limit to the number of simultaneous sounds and the music has the same priority as the ships shooting. | ||||
Tags | No tags attached. | ||||
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ArcenDebugLog.txt (11,125 bytes)
5/15/2021 3:45:17 PM SINGLEP Current directory used: /home/davide/.local/share/Steam/steamapps/common/AI War 2/ Process Count = 0 so PlayerDataDirectory used: /home/davide/.local/share/Steam/steamapps/common/AI War 2/PlayerData/ 5/15/2021 3:45:17 PM SINGLEP Boot up FleetOS (0.1429s) 5/15/2021 3:45:17 PM SINGLEP graphicsDeviceType in use: OpenGLCore graphicsDeviceVersion in use: OpenGL 4.6 (Core Profile) Mesa 21.0.3 graphicsMultiThreaded: True graphicsShaderLevel: 50 operatingSystem: Linux 5.12 Manjaro Linux 64bit graphicsDeviceName: Radeon RX 590 Series (POLARIS10, DRM 3.40.0, 5.12.1-2-MANJARO, LLVM 11.1.0) graphicsDeviceID: 26591 graphicsDeviceVendor: AMD graphicsDeviceVendorID: 4098 graphicsDeviceVersion: OpenGL 4.6 (Core Profile) Mesa 21.0.3 graphicsMemorySize: 7716 maxTextureSize: 16384 npotSupport: Full processorType: AMD Ryzen 7 2700X Eight-Core Processor processorCount: 16 processorFrequency: 2200 systemMemorySize: 15975 supportedRenderTargetCount: 8 supportsComputeShaders: True supportsShadows: True usesReversedZBuffer: False 5/15/2021 3:45:17 PM SINGLEP Check System Logs For Rogue Intelligence (0.1281s) 5/15/2021 3:45:17 PM SINGLEP Inspect Aft Hatches (0.0086s) 5/15/2021 3:45:17 PM SINGLEP Found 347 xml files in 97 folders in 11ms 5/15/2021 3:45:18 PM SINGLEP Check For Extra Modules (0.3931s) 5/15/2021 3:45:18 PM SINGLEP 347 Xml Files Parsed in 380ms 5/15/2021 3:45:18 PM SINGLEP Gather Ancient Lifeforms (0.0038s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Game Version: 2.909 5/15/2021 3:45:18 PM 2.909 SINGLEP Eject Trash Into Hyperspace (0.0081s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Bring Cloaking Systems Online (0.0037s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Recalculate Speed Of Light (0.0117s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Optimize Comfort On Command Decks (0.0104s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Generating Framerates (0.0031s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Update mod and expansion statuses! 5/15/2021 3:45:18 PM 2.909 SINGLEP Expansions: The Spire Rises (Installed And Enabled!) Zenith Onslaught (NOT INSTALLED) The Neinzul Abyss (NOT INSTALLED) 5/15/2021 3:45:18 PM 2.909 SINGLEP Mods: AIShieldGenerators (Disabled) AMU (Disabled) ExoticShips (Disabled) ExtendedShipVariants (Disabled) FrigatesFocus (Disabled) KaizersMarauders (Disabled) MacrophageHistiocytes (Disabled) MacrophageHistiocytesSpireIntegration (Disabled) MicroModCollection (Disabled) MoreSystemDefenders (Disabled) PowerfulCommandStations (Disabled) RaisingTheFloorMultiAIAdjustment (Disabled) SKCivilianIndustry (Disabled) SpireRailgunShop (Disabled) SuperchargeRaid (Disabled) TameDarkSpire (Disabled) TheReprocessers (Disabled) 5/15/2021 3:45:18 PM 2.909 SINGLEP Check Nearby Stellar Masses (0.0268s) 5/15/2021 3:45:18 PM 2.909 SINGLEP 347 Xml Files Checked For Exp/Mod Status in 8ms 5/15/2021 3:45:18 PM 2.909 SINGLEP Pruning Excess Brain Cells (0.0179s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Remembering Alamo (0.0117s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Boot Audio Comms (0.0054s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Establish Individual Audio Links (0.0158s) 5/15/2021 3:45:18 PM 2.909 SINGLEP No resolution change was required. 5/15/2021 3:45:18 PM 2.909 SINGLEP Applied graphics settings: AntialiasingMode:x2 UseSoftParticles:False BillboardsFaceCameraPosition:False AnisotropicMode:ForceEnable TextureQuality:Full 5/15/2021 3:45:18 PM 2.909 SINGLEP Applied Framerate Type: 144 FPS (vsync: 0 targetFPS:144) 5/15/2021 3:45:18 PM 2.909 SINGLEP Refresh Optical Lensing (0.0045s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Revise Fundamental Physical Laws (0.0198s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Calculate Odds Of Success (0.0266s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Briefly Panic (0.1778s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Install Confidence Routines (0.2617s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Bring Commander Interface Online (0.0661s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Motivate All Crews (0.0489s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Locating Available Networks (0.0191s) 5/15/2021 3:45:18 PM 2.909 SINGLEP 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5/15/2021 3:45:18 PM 2.909 SINGLEP Reading Alien Diaries (0.0073s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Naming All Known Planets (0.0062s) 5/15/2021 3:45:18 PM 2.909 SINGLEP Remembering Speeds (0.0078s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Prioritizing Targets (0.0071s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Rebooting Sensor Arrays (0.0058s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Unloading Prismatic Grid (0.0068s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Thinking Of Objectives (0.0074s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Inhibiting Visual Scans (0.0079s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Synthesizing Vocals (0.0063s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Investigating Map Signatures (0.0100s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Ventilating Scenarios (0.0037s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Decontaminating Targeting Systems (0.0069s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Ejecting Tactical Core (0.0068s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Calibrating Formations (0.0069s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Intercepting Galactic Maps (0.0081s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Discharging Colored Ions (0.0132s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Replicating Ion Colors (0.0034s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Faction Diagnostics (0.0127s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Buffering Hackers (0.0294s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Inverting Death (0.0053s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Linear Field Variance (0.0083s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Charging Marks (0.0037s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Differentiating Marks (0.0529s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Guarding The Posts (0.0045s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Range Manifolds (0.0055s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Purging ROFs (0.0071s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Manipulating Speeds (0.0075s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Detecting Projectiles (0.0061s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Grouping Flow Fields (0.0074s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Modulating Flow Field Groups (0.0108s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Designing Fleets (0.0087s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Thinking Of Technologies (0.0048s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Categorizing Starboard Sensors (0.0056s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Injecting Galactic Variables (0.0096s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Hugging Starfields (0.0078s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Discovering Distant Planets (0.0089s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Categorizing All Planets (0.0038s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Organizing Commands (0.0143s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Calculating Firing Cones (0.0043s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Developing New Ship Parts (0.2169s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Re-Aligning Objectives (0.0148s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Sterilizing Test Chamber (0.0040s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Issuing Orders (0.0064s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Augmenting Infusers (0.0070s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Infusing (0.0139s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Load Surrogates (0.0803s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Locate Dictionaries (0.0064s) 5/15/2021 3:45:19 PM 2.909 SINGLEP Set Stage (0.0116s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Submitting Paperwork To High Command (1.5675s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Post-Proton Surge (0.0159s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Background Radiation Taste Test (0.0161s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Shuffling Chairs On Command Deck (0.0141s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Windshield Wiping (0.0042s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Last Organizational Modeling (0.1095s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Info: will dump 1055 rows for GameEntityReferenceData.csv and GameEntityStrengthList.txt. 5/15/2021 3:45:21 PM 2.909 SINGLEP Stimulate Modulation (0.0681s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Tip Servos (0.0072s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Sort Buildings Into Uneven Piles (0.0063s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Design New Fleet Logo (0.0070s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Inspect Fleet Logo (0.0049s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Ogle Enemy Logo (0.0059s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Order Cores By Seniority (0.0077s) 5/15/2021 3:45:21 PM 2.909 SINGLEP ArcenAssetBundleCache.InstantiatedObjects: 1120 5/15/2021 3:45:21 PM 2.909 SINGLEP Make Factions That Extra Bit Special (0.0069s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Final Checks (0.3520s) 5/15/2021 3:45:21 PM 2.909 SINGLEP Load Historical Documents (0.0065s) 5/15/2021 3:45:21 PM 2.909 SINGLEP 4.6 seconds total load time. Check For Extra Modules (0.4s) Install Confidence Routines (0.3s) Submitting Paperwork To High Command (1.6s) Final Checks (0.4s) 5/15/2021 3:45:22 PM 2.909 SINGLEP Hello Steam user 'Daw11' 5/15/2021 3:45:25 PM 2.909 SINGLEP Start load save: /home/davide/.local/share/Steam/steamapps/common/AI War 2/PlayerData/Save/Marauders/1.save Source1: AnythingElse Source3: LoadingSaveGame 5/15/2021 3:45:25 PM 2.909 SINGLEP OnLoad: AI faction: AI Sentinels had a difficulty of -1, which is not helpful for setting overlord difficulty level. 5/15/2021 3:45:25 PM 2.909 SINGLEP Recalculated Strengths For Loaded Galaxy Map in 30ms 5/15/2021 3:45:25 PM 2.909 SINGLEP Finish load save in 667.2ms 5/15/2021 3:45:49 PM 2.909 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 2909_StableBGGraphics Multiplayer Status: SinglePlayerOnly ========================================== EntityOrders: 4,967 created, 0 removed, 4,967 active. Factions: 23 created, 0 removed, 23 active. Fireteams: 79 created, 0 removed, 79 active. Fleets: 312 created, 0 removed, 312 active. GameCommands: 54 created, 0 removed, 53 active. GE_Others: 256 created, 0 removed, 256 active. GE_Shots: 250 created, 0 removed, 250 active. GE_Squads: 10,151 created, 1,529 removed, 8,622 active. Pathfinders: 24 created, 0 removed, 24 active. PlanetFactions: 1,840 created, 0 removed, 1,840 active. Planets: 80 created, 0 removed, 80 active. SpeedGroups: 2 created, 0 removed, 2 active. ========================================== |
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Hmmm, that's troublesome. Is anyone else having this? There are a couple of things that could be going on (and I do note that you're on linux, so the whole equation gets more complicated): 1. There's a general set of sound buffers, and we limit how many inputs and outputs there can be at once. This should already be preventing things like competition from too many "voices" (in the old school sense that you're describing. Plus the audio would likely cut out and not recover if the voice the music was playing on got co-opted. Unless this is happening well under the unity layer, in the actual sound processing for your system, I don't think this is the issue. 2. There is also a general mixer, and there is a lot of stuff that happens along the mixer bus that is dependent on contextual things, such as "audio ducking" to lower the volume of the music when certain sounds like voice play. There's a complex layer of ducking chains (as with most audio productions) where different things are mixed differently in general and that help make space in the audio. You could test if the ducking is related by disabling sound effects and seeing if the music still skips, although obviously that would not conclusively point in that direction. 3. The music is also dependent on streaming and decoding from disk, on a background thread, and it's possible that it is experiencing latency that it can't handle when a lot of other things are going on. This also applies to voice clips, but all of the other sound effects are preloaded in RAM and don't require any I/O or disk access. The only real things touching disk during gameplay are the periodic autosaves, anything written to a log (rare when not having an error), and then voice and music clips being loaded. Everything else is pretty much already in RAM by then. If you still have music problems even with the sound effects turned off, then that would pretty conclusively tell me that it's a disk i/o thing, rather than something to do with the mixer or what have you. In terms of exactly how the mixer integrates with your OS, and how many separate audio streams come out of the game process, I honestly can't tell you. It's something that is proprietary to a licensed component that unity uses inside itself, and it's completely different on every OS (from linux and OSX and windows, they are different hooks and such, and may be different software, but I don't know for sure). I have my mixer bus set up so that it has one overall master output channel, but whether it's already combined into that by the time it exits unit and enters the OS soundsystem, I can't say for sure. And theoretically might vary by OS. My guess is that this is OS-specific, but I cannot say for sure. |
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I've noticed this during extremely large battles (which I play pretty often). I chalked it up to an engine limitation where the sound output is saturated from all the weapon sounds that it drowns out the music. |
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Yeah I had this issue too so I disabled music but if it gets fixed I'd happily enable it again. I'm not sure how many audio channels there are but it would be nice if the music could have its own that couldn't be overwritten. |
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Okay, good to have more feedback on this! I am thinking that it is maybe a disk thing still, but it's good to know. The music is intentionally ducked by the other channels, but it should only be able to affect it but so much. I could also in theory make the actual sound effects not cause ducking on the music channel. Voice needs to duck the other stuff so it is audible, but that's about it I guess. Also super large explosions, but those are rare. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 15, 2021 9:46 am | Daw11 | New Issue | |
May 15, 2021 9:46 am | Daw11 | File Added: ArcenDebugLog.txt | |
May 15, 2021 10:29 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 15, 2021 10:29 am | Chris_McElligottPark | Status | new => feedback |
May 15, 2021 10:29 am | Chris_McElligottPark | Note Added: 0061592 | |
May 16, 2021 5:36 am | Zweihand | Note Added: 0061603 | |
May 16, 2021 4:47 pm | Exlium | Note Added: 0061606 | |
May 16, 2021 6:08 pm | Chris_McElligottPark | Note Added: 0061609 |