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Ambient sound restarts when on maximum time compression #4685

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craigo- opened this issue Oct 6, 2019 · 3 comments
Open

Ambient sound restarts when on maximum time compression #4685

craigo- opened this issue Oct 6, 2019 · 3 comments

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@craigo-
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craigo- commented Oct 6, 2019

Observed behaviour

When at maximum time compression (10000x), in space or docked at a station, the ambient sound effect restarts. The period it plays for before restarting is variable, and seems to be in time with "cleanTSTable" console entries (but not every instance):

image

The ambient sound effect plays fine at every other time compression setting, including paused.

Expected behaviour

The ambient sound effect plays through without interruption at all time compression settings.

Steps to reproduce

Station:

  1. Start a new game
  2. Turn on maximum time compression
  3. Listen to the ambient sound effect
  4. Press backtick to view the console, note how the sound effect restart coincides with "cleanTSTable" entries (but does not restart on all instances of the line)

Space:

  1. Start a new game
  2. Take off and fly into space then stop boosting
  3. Turn on maximum time compression
  4. Listen to the ambient sound effect
  5. Press backtick to view the console, note how the sound effect restart coincides with "cleanTSTable" entries (but does not restart on all instances of the line)

My pioneer version (and OS):

Pioneer:

  • Pioneer master (6fd8f02) - Release x64
  • Pioneer 20190203 (latest release)
  • Pioneer 20180203 (a previous release)

NB: in Pioneer 20180203, the issue only occurs when docked at a station; it does not occur in space.

OS:

  • Windows 10 Enterprise 1809 x64
@zonkmachine
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I can confirm this on 3e32748. It doesn't only happen on a x10000 time compression but it's most prominent on that setting. It doesn't start immediately on setting a high time compression, there is a short delay, and it seem to sometime clear up after a restart (Continue game). If I simply drag the 'TradeShips' module out of Pioneer the issue is gone.

I put some debug statements in the code and I believe this is run around the time of the glitch.

if (!s_stationNoise.IsPlaying()) {

So something is turning the loop off. Could it be that at large time compression there is a lot of sounds that is active (even though it's mostly the ambient loop that is playing) and that there is a limit that cuts off the sound that has been playing the longest?

@nozmajner
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I can confirm this too. It also seems to coincide with the dynamic radar range reset.

@zonkmachine
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If I start on mars and just leave the game running on x10000 time compression for about a month the blinking lights, all of them, fail to go back to normal speed but are instead stuck. Like when on pause. Sameish?

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