Can you try setting the preferred audio driver in Sound Settings to pipewire and check if it changes anything (the log says the pulseaudio driver is used on Factorio side but if you're using pipewire on your desktop, you might get better results if you set the preferred audio driver).
Just looking at the logs, there is no issue visible on the Factorio side. This might suggest a driver issue. You can try switching the preferred audio driver from pulseaudio (default) to pipewire.
When I zoom out in editor mode I don't hear any crackling in the music (or any other sounds).
Does this happen all the time for you or maybe on a specific planet/with specific music track (you can see the track name if you enable the "show-detailed-info" debug option).
Thanks for the report. Initially I wanted to put this under Minor issues as "that's just how walking sounds are done" but then I couldn't un-hear it and it bothered me, so this is now fixed for the next release, 2.0.46.
The identified issue is fixed (by a rework of how audio resources are handled, which should prevent these kind of issues popping up in the future) for the next release, 2.0.46.
Quick update: I have identified a place in which an audio resource is leaked and I have a fix in the works, it should be fixed on the next release but I will post again once that is for sure.
Edit: To give some more context. The issue would happen when opening/closing GUIs of machines with sound ...
Thanks for the report, however the crash is happening in a place that is not (directly) under our control (it's crashing in an audio driver provided by SDL). Given it doesn't happen all the time using the same setup, it was probably some unusual situation with audio devices (re)connecting, as you ...
With the next release, 2.0.44, there will be a mitigation in place trying to reclaim the leaked resources. It will also log warning when such resource is reclaimed, so I ask if you could update to that version when it's released (you need to opt in for experimental releases) and post your logs after ...
There seems to be a leak of audio resources due to some bug. When that happens new sounds can't play. I currently have no idea what is causing it. These kind of bugs are very tricky to figure out as it happens over a long(-ish) period of time and it might not be specific to Fulgora (maybe it just ...
Music playing on technology screen is intended, not a bug.
Factorio doesn't affect other applications and it doesn't do anything with sound on losing focus. It sounds like something else on your system is trying to do something clever based on what's open. If that is the case it's outside of our ...
Added support for volume and speed activity matching for persistent working sounds.
What does this mean?
The volume and/or playback speed can be influenced by entity's activity rate. Activity rate is a general concept telling you how active an entity is (it means ...