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IDProjectCategoryLast Update
0024921AI War 2Bug - AudioMay 16, 2021 6:08 pm
ReporterDaw11 Assigned ToChris_McElligottPark  
Status feedbackResolutionopen 
Product Version2.909 The Hunt Intensifies 
Summary0024921: The music doesn't play correctly when the ships are fighting
DescriptionDuring 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.
TagsNo tags attached.

Activities

Daw11

May 15, 2021 9:46 am

reporter  

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	Externalizing Patterns (0.0129s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Hooking Externals (0.0129s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Handlizing Hooks (0.0080s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Disengaging Constants (0.0206s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Late Axionic Computations (0.0707s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Searching For Particle Forms (0.0385s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Weighing Options (0.0035s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Poking At Status Indicators (0.0072s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Discovering States Of Matter (0.0065s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Searching For A Leader (0.0076s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Suppressing Bad Thoughts (0.0066s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Sentinel Alertness Diagnostic (0.0068s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Connecting to Fleet Command (0.0071s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Thinking Of Advice (0.0066s)
5/15/2021 3:45:18 PM	2.909	SINGLEP	Degaussing Advice (0.0075s)
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.
==========================================

ArcenDebugLog.txt (11,125 bytes)   

Chris_McElligottPark

May 15, 2021 10:29 am

administrator   ~0061592

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.

Zweihand

May 16, 2021 5:36 am

reporter   ~0061603

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.

Exlium

May 16, 2021 4:47 pm

reporter   ~0061606

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.

Chris_McElligottPark

May 16, 2021 6:08 pm

administrator   ~0061609

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.

Issue History

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