Author Topic: Sounds and Crashing  (Read 1245 times)

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Offline KingLeerUK

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Re: Sounds and Crashing
« Reply #15 on: December 28, 2009, 06:21:39 PM »
Just a quick note here, I'll come back later and do a more thorough response.

You may wish to use the following CVAR:

s_MaxChannels [value] - This setting determines the maximum number of channels to use for sound reproduction. It is recommended that you set this value to the maximum number of channels possible on your sound hardware for optimal performance. Almost all sound cards support at least 32 channels, many such as the Audigy series support 64 and the X-Fi series support 128 channels.

Try a setting of 128 to push your sound hardware a bit further.  This will incur a small increase in CPU usage, but should assist with some of the sound drop outs.

Also, rest assured that I am looking into this issue.
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Offline NSallaNuto

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Re: Sounds and Crashing
« Reply #16 on: December 28, 2009, 09:53:55 PM »
Would shorten the average sounds length help with this issue? having shorter samples would free the channels quicker and help to not reach the limits.

Offline KingLeerUK

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Re: Sounds and Crashing
« Reply #17 on: December 28, 2009, 09:56:59 PM »
Would shorten the average sounds length help with this issue? having shorter samples would free the channels quicker and help to not reach the limits.

It's not so much the length of the samples but how many simultaneous sounds are playing at any one time.  This is determined by your proximity to the sound source and the number of sound assets necessary to play the event.
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Offline NSallaNuto

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Re: Sounds and Crashing
« Reply #18 on: December 28, 2009, 09:58:41 PM »
Making shorter sounds would make the number of busy channels decrease on average.

Offline KingLeerUK

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Re: Sounds and Crashing
« Reply #19 on: December 28, 2009, 11:37:29 PM »
Making shorter sounds would make the number of busy channels decrease on average.

It would also alter the experience that we are trying to convey.  A rack of ELRM20 should not visually fire off in 3 seconds but only have a sound of 0.25 of a second.  A Heavy Gauss needs to have presence and is heard a LONG way away.  RAC2/5 have windup times that are specifically designed for their balance.

As another example, the 'Mech footsteps are relatively short samples, but because there are so many players in 'Mechs and each 'Mech is repeatedly triggering the sound (and you can hear all other 'Mech footfalls within 250m).  Now, in order to convey the differences in class properly, each 'Mech type has a different footfall (Light, Medium, Heavy, Assault)  I have it set so that you should never have more than 6-8 instances of a footstep class at any one time, but that is still a LOT of sounds playing if you multiply by the 4 'Mech classes.  Also note that each 'Mech class also has a distinct reactor sound, torso/turret sounds, weapon sounds associated with whatever the current loadout is, jumpjets (where applicable), all of the HUD interface sounds.

We ARE asset heavy, but we have to be in order to make it all sound as good as it looks.

All of the above said, there are ways we can optimise more, but those optimisations did not make it in prior to BETA 1.
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