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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
Tarsas Phage
Freight Club
230
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Posted - 2013.12.18 06:57:00 -
[1] - Quote
CCP WhiteNoiseTrash wrote: they what? all other sound effects stop when you hit warp? not when you enter the actual warp, but just when you choose to warp or is it the other way around?
I continue to randomly get the stuck gate buzz sound as well.
I can stop it manually by escaping to the menu, and toggling "Audio Enabled" off then back on under Audio Engine Settings.
But eventually it'll happen again. With 8-10 clients running at the same time, figuring out which client is stuck is a pain, especially if more than one is doing it ;)
Is there an audio engine debug flag to the executable I can turn on and provide the output of? I'd really like to see this fixed and will help in any way I can. |
Tarsas Phage
Freight Club
230
|
Posted - 2013.12.18 17:32:00 -
[2] - Quote
CCP WhiteNoiseTrash wrote:
Which logs are these? I can't seem to find any beyond the standard gamelogs/chatlogs. |
Tarsas Phage
Freight Club
230
|
Posted - 2013.12.20 16:56:00 -
[3] - Quote
CCP WhiteNoiseTrash wrote:Tarsas Phage wrote:CCP WhiteNoiseTrash wrote: Which logs are these? I can't seem to find any beyond the standard gamelogs/chatlogs. Gamelogs should be fine. according to those, the ones I have seen though, the sound is only called once, with the correct 3D position and therefore shouldn't be played like it does in the bug reports.
Erm, I've never seen any audio or position-specific logging in game logs, unless you're used to running a client that has extra event debugging/logging turned on which not present in the distributed client we players get. |
Tarsas Phage
Freight Club
245
|
Posted - 2014.01.16 21:27:00 -
[4] - Quote
CCP WhiteNoiseTrash wrote:ok, short tech update on this. The sound of the gate activation, when others jump through the gate, seem to get stuck at some 3D location close to your ship, meaning that the ship loaded in stations, would still be able to hear the sound. if the sound had gotten stuck.
So since we last talked, I've been monitoring things with the log console and filtering as needed. And your description of the pathology is exactly what I'm seeing - a sound is getting registered but not de-registered when leaving its area of effect.
And this happens with specific sounds. The gate buzz noise is one of them, another I've come across is the sansha incursion radio chatter. It may go away after leaving an incursion constellation, however when I dock up, the sound starts playing.
Another data point is when I safe logoff, or if I leave a client running and go to bed during which Downtime occurs, the disconnected client starts blasting the POCO environmental effect in a continuous loop.
I'll also note that these phantom sounds occur primarily when I'm running multiple clients. It's very hard for me to reproduce this when running only one client. |
Tarsas Phage
Freight Club
245
|
Posted - 2014.01.17 15:49:00 -
[5] - Quote
CCP WhiteNoiseTrash wrote: come to FanFest and I'll tell you all about it :D
I'll be there! |
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