Author Topic: Sounds and Crashing  (Read 1245 times)

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Offline sunspot

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Sounds and Crashing
« on: December 27, 2009, 12:32:16 PM »
Well I've played a few games and these are the current findings.

When I play with music and sound I get about 10 maybe 15 mins of play and then a CTD.
Without sounds and music I played for I dunno maybe half an hour to 45 mins.  As soon as the screen got crowded with mechs and planes I CTD.

I'll paste the last few lines of the game log so you can investigate.  The game log is full with these error messages btw.

Quote
Mech:(4870.961914,3247.452148,64.645432), Legs:(0.000000,0.000000,0.000000)
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:assaultlegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
Mech:(4895.374023,3236.069336,64.645432), Legs:(0.000000,0.000000,0.000000)
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
Interval Multiplier must be a positive float, setting to 1.0 as a fall back
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
Mech:(4919.812500,3223.113281,63.973145), Legs:(0.000000,0.000000,0.000000)
[Error] <Sound> PSE: (sounds/mwll_mechs:heavylegs:footfall) start event failed!
[Error] <Sound> PSE: (78) An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior.
Mech:(4944.627930,3212.477539,63.699799), Legs:(0.000000,0.000000,0.000000)
Interval Multiplier must be a positive float, setting to 1.0 as a fall back
Client received RMI request for vehicle destruction
Vehicle with EntityName:IS_WarhammerA_built received a destruction request with a shooterId:0

Offline Corvx

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Re: Sounds and Crashing
« Reply #1 on: December 27, 2009, 04:45:30 PM »
Typed in console during a game:

Con_Restricted 0

and after that..

s_SoundEnable 0

...which led to an instant crash to desktop followed by the windows' report form.

second time I tried it in the menu, I got CTD when the game loading bar was at 100% after connecting to a gameserver.

Offline KorJax

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Re: Sounds and Crashing
« Reply #2 on: December 27, 2009, 05:39:23 PM »
For the moment try running in low sound quality.

I'm thinking that the 32 player servers are overloading sound channels (esp if you have onboard audio), which might cause crashes depending on your sound card and/or OS.  I've noticed less crashes when playing on lesser playercount servers.

Offline KingLeerUK

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Re: Sounds and Crashing
« Reply #3 on: December 27, 2009, 06:18:07 PM »
I'm fairly certain at this point that we are running out of sound channels and the sound engine is being overloaded resulting in the persistent dropouts.  Loading servers up to a full 32 slots seems to exacerbate this problem.  I did play on a servers where a server load of 20-24 did not overload the sound engine.

I will research further but my suspicion is that MWLL simply has too many sound assets to "live within" the 64 channel maximum defined by a HIGH or VERY HIGH detail spec.  This may require a custom config spec to match the overall scope of the game.
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Offline mcQueen

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Re: Sounds and Crashing
« Reply #4 on: December 27, 2009, 06:26:47 PM »
I must confirm that I have alot more crashes (every 5-10min) with sounds turned on then without (almost one hour without a crash).

Offline Gorreci

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Re: Sounds and Crashing
« Reply #5 on: December 27, 2009, 06:52:38 PM »
It doesn't seem to make much of a difference to me.  I have sound quality on low (high was making funny noises.  medium helped, but it still messed up).  I've got a great sound card in my PC, but I'm still experiencing crashes rather often.

Most times the only sounds I can hear is the ambient nose and explosions.  Sometimes footsteps.  Sound seems to work just fine in the first ~2 minutes of gameplay, but after that most sounds just stop playing.  Soon enough I'm playing in silence.  Crashes almost seem random.  Every once in a while it feels like something just happened to cause it, but most of the time (IMO) it just seems more random.

Other than those issues, I've been having a ball playing... er... I mean testing this beta :D

Offline MIB_Sentinal

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Re: Sounds and Crashing
« Reply #6 on: December 27, 2009, 07:33:25 PM »
I am also having sound issues. I hear ambient noises and footsteps, but that's about it. I don't hear music, weapons fire, or explosions at all. I am using a Xonar D2 soundcard.

Offline sunspot

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Re: Sounds and Crashing
« Reply #7 on: December 27, 2009, 11:23:04 PM »
is there any way you can program it that only sounds your own mech are producing are being processed by the client.  It might not give the full immersion but I don't believe one mech will fill all 64 sound channels ???  I also believe 64 isn't an arbitrary number, some kind of unsingned int ? maybe turn that into a long :) although that migh be oversimplified to think then to do :)

Offline CHHš Siege

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Re: Sounds and Crashing
« Reply #8 on: December 28, 2009, 12:40:06 AM »
is there any way you can program it that only sounds your own mech are producing are being processed by the client.  It might not give the full immersion but I don't believe one mech will fill all 64 sound channels ???  I also believe 64 isn't an arbitrary number, some kind of unsingned int ? maybe turn that into a long :) although that migh be oversimplified to think then to do :)

No, 64 is not in fact a completely arbitrary number, even when you disregard the base-2 nature of modern digital computing. There are a LOT of all different kinds of sounds going on all over the place, and KingLeer and the other devs have done an astounding job just getting it to sound as good as it does.

Problematically, however, they are attempting to push Crysis to - and in some cases beyond - its original spec in order to accomplish all they feel it can and needs to do in order to make this the best and most realistic Mechwarrior game ever. In doing so, they're running up against aspects of Crysis that have never been fully tested or flexed, or where Crysis' capabilities still perhaps exceed those of most peoples' hardware and/or drivers and operating system. There's a lot of cross communication going on all over the place, and sound detail has long been notoriously tricky to do right sometimes, and CryEngine in this case is no exception.

Between footfalls, torso twist noises, weapons fire, environmental effects, etc., with just you alone in the server... well, I dunno for sure, it'd have to be for Leer to say, but I'd guess you might use between 8 and 12 channels, maybe as many as 16 in extreme cases. Now add other players to the server, whose own actions have to be synced across the network (for many reasons, including sound effects) and the processing that has to be done to determine which of the noises made by other players should be replayed locally, at what volume and on which channels, and it can start to get pretty complex pretty quickly, filling up 64 channels with relative ease. Keep in mind it's not just your sound card being used/affected in this equation, your CPU(s) and system RAM are heavily involved also.

Unless I'm *completely* off my mark, anyway. Leer?



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Offline WeedWhacker

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Re: Sounds and Crashing
« Reply #9 on: December 28, 2009, 02:07:14 AM »
Running without sound (using console commands "con_restricted 0" and "s_soundenable 0") had no noticable impact on in-game crashes with my client. :( They still happen, and they're still seemingly random.

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Offline Rally

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Re: Sounds and Crashing
« Reply #10 on: December 28, 2009, 11:20:55 AM »
Even if we break the 64 sounds at once limit, is that a good idea?

What about human hearing limits? To discern 100 sounds at once, is that even possible, or pleasant? I'm not sure I want to hear 100 sounds at once.

(But I do want to stop the crashing.)

Offline Seraph

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Re: Sounds and Crashing
« Reply #11 on: December 28, 2009, 11:29:40 AM »
Even if we break the 64 sounds at once limit, is that a good idea?

What about human hearing limits? To discern 100 sounds at once, is that even possible, or pleasant? I'm not sure I want to hear 100 sounds at once.

(But I do want to stop the crashing.)

I do want that :D When I have hits impacting me I would like to be able to hear that. Took me by surprise a few times to not check the damage display since I didnt think I was being aimed at ;)
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Offline Serafina

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Re: Sounds and Crashing
« Reply #12 on: December 28, 2009, 11:36:57 AM »
Shouldn't it be possible to limit the sounds to just those that affect you?
So you hear your shotsimpacting , your footsteps/torso twist/etc. and your weapon hitting others, but not other peoples footsteps, shots not interacting with you and so on?

It's not an ideal solution - you won't hear a mech sneaking up on you, not if someone gets a near-miss on you etc. - but it is preferable to constant crashes.
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Offline Rally

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Re: Sounds and Crashing
« Reply #13 on: December 28, 2009, 12:09:17 PM »
I do want that :D When I have hits impacting me I would like to be able to hear that. Took me by surprise a few times to not check the damage display since I didnt think I was being aimed at ;)
Oh I do want to hear that as well.

Shouldn't it be possible to limit the sounds to just those that affect you?
Might work, that's how it was done in MW4 after all. There, you never heard another mech shoot it's weapons at long range, even if the shot was at you. You could only hear that if you were close. But you did hear impacts and inbound missile warnings every time.

I might be talking nonsense here, but I have to say it. It's just an idea, but it might be wise to make the sound files as short as possible, so they don't end up hogging a precious sound channel for too long.

Offline zaha

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Re: Sounds and Crashing
« Reply #14 on: December 28, 2009, 12:15:19 PM »
Something I've been wondering: May it be possible that when firing 20 missiles, it will use 20 sound channels? If so, it may be smarter to make but 1 sound file containing the firing sound for the 20 missiles, so it will only use 1 sound channel.

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