This might be completely unrelated, and this audio issue might be making me go insane, but I was trying to install a mod for NieR Automata and it was crashing. The crash seemed to be related to audio too:
08/11/2022 16:38:05.573: [ WASAPI ] SK_WASAPI_GetAudioSessionControl (...) Failed During ...
Search found 29 matches
- Thu Aug 11, 2022 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
- Tue Aug 09, 2022 6:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
Re: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
The issue occurred again today. The game starts without sound on pulse backend (I know it can't be using alsa backend, because libasound_module_pcm_pipewire.so is not supported by factorio on alsa backend, it only looks for libasound_module_pcm_pulse.so, which I don't have, but that's another issue ...
- Mon Aug 08, 2022 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
Re: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
I wanted to try one last thing: removing configuration files for PulseAudio/PipeWire. So I renamed the configuration directories, such that it would use default configuration. After restarting PipeWire and WirePlumber, I couldn't replicate the bug anymore.
So I restarted my computer, opened my web ...
So I restarted my computer, opened my web ...
- Mon Aug 08, 2022 8:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
Re: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
I found a pattern that might be interesting (sound is on default/SDL in all cases):
Interesting indeed, I think I now have more questions :), but thank you for your reports.
I was hoping this could help you replicate the issue while debugging. My best guess right now is that setting SDL ...
- Mon Aug 08, 2022 8:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
Re: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
I found a pattern that might be interesting (sound is on default/SDL in all cases):
When I first run ./factorio (with no environment variables), the bug occurs.
If I then run SDL_AUDIODRIVER=pulse ./factorio, it is fixed.
Now running ./factorio, without the environment variable also works, as if ...
When I first run ./factorio (with no environment variables), the bug occurs.
If I then run SDL_AUDIODRIVER=pulse ./factorio, it is fixed.
Now running ./factorio, without the environment variable also works, as if ...
- Mon Aug 08, 2022 8:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
Re: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
Hi, could you please try one other thing: running 1.1.65 with default (sdl) audio backend and post the log? There is a little bit more logging than in 1.1.62 and it might help me troubleshoot this further. I appreciate your tests and reports very much!
Hi, I was also able to replicate this ...
- Mon Aug 08, 2022 8:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
- Replies: 37
- Views: 11504
Re: [Donion] [1.1.62] No audio and game freeze on quit with new default sound on linux
I've also encountered this issue on Fedora 36 (pipewire 0.3.56, with support for pulse and alsa). I've tried changing settings, but so far I can't find any consistent patterns. Sometimes it works, sometimes it doesn't work, although I have only been able to replicate this bug on default (SDL), not ...
- Sat Dec 28, 2019 10:34 am
- Forum: Modding help
- Topic: Question about Noise Expressions and autoplacing new tiles
- Replies: 7
- Views: 2970
Re: Question about Noise Expressions and autoplacing new tiles
That makes sense, thanks for your reply and sorry for the late response.
In my case setting "default_enable_all_autoplace_controls" to false makes sense, but I understand that it's often not what you want and it would be a hassle to enable everything manually.
In my case setting "default_enable_all_autoplace_controls" to false makes sense, but I understand that it's often not what you want and it would be a hassle to enable everything manually.
- Sat Dec 21, 2019 1:30 pm
- Forum: Modding help
- Topic: Question about Noise Expressions and autoplacing new tiles
- Replies: 7
- Views: 2970
Re: Question about Noise Expressions and autoplacing new tiles
Another update. If you don't want to have tiles placed automatically, you can set the "default_enabled" property of the autoplace specification to false. This way you no longer have to hack other surfaces. However, changing the autoplace_controls in the map gen settings to include these tiles, does ...
- Sat Dec 21, 2019 12:57 pm
- Forum: Modding help
- Topic: Question about Noise Expressions and autoplacing new tiles
- Replies: 7
- Views: 2970
Re: Question about Noise Expressions and autoplacing new tiles
I think I have found a reasonable way to fix my problem. I figured out it is possible to define new autoplace controls ("sliders in the menu") and assign them to the autoplace property of my tiles. That way I can remove these properties from specific surfaces and make sure to set "default_enable_all ...
- Fri Dec 20, 2019 1:41 pm
- Forum: Modding help
- Topic: Question about Noise Expressions and autoplacing new tiles
- Replies: 7
- Views: 2970
Re: Question about Noise Expressions and autoplacing new tiles
Actually, I was working on a library to create different surfaces and creating them as "layers" of a planet, for example a cave surface for a planet.
Now that I look at Planetorio, it seems like your goals might be similar, so it might make more sense to use Planetorio instead of my own library ...
Now that I look at Planetorio, it seems like your goals might be similar, so it might make more sense to use Planetorio instead of my own library ...
- Fri Dec 20, 2019 9:07 am
- Forum: Modding help
- Topic: Question about Noise Expressions and autoplacing new tiles
- Replies: 7
- Views: 2970
Question about Noise Expressions and autoplacing new tiles
Hi
I'm trying to make a mod that adds a cave surface. I want to use a noise function to generate "cave wall" tiles and thought it would be a good idea to use the new Noise Expression system. So far I have managed to generate cave walls the way I like, by using the similar code to the code used to ...
I'm trying to make a mod that adds a cave surface. I want to use a noise function to generate "cave wall" tiles and thought it would be a good idea to use the new Noise Expression system. So far I have managed to generate cave walls the way I like, by using the similar code to the code used to ...
- Mon Nov 04, 2019 11:08 am
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5285
Re: Dealing with large operations in a single tick.
I made something similar for a maze generator. But I divided the surface into 32x32 tile chunks. Exactly matching the factorio chunks. And then I put the generation of chunks into the on_chunk_generated event. My maze is infinite (to the limits of the game) so I had to use an on-demand ...
- Mon Nov 04, 2019 10:14 am
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5285
Re: Dealing with large operations in a single tick.
For anything that involves player action, especially player movement I would do it all in the same tick. The player will be waiting for the result and having the result delayed for a number of ticks can cause inconsistencies. For example the player walks into the teleport portal, you put ...
- Sun Nov 03, 2019 2:22 pm
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5285
Re: Dealing with large operations in a single tick.
For anything that involves player action, especially player movement I would do it all in the same tick. The player will be waiting for the result and having the result delayed for a number of ticks can cause inconsistencies. For example the player walks into the teleport portal, you put the ...
- Sun Nov 03, 2019 1:41 pm
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5285
Re: Dealing with large operations in a single tick.
For anything that involves player action, especially player movement I would do it all in the same tick. The player will be waiting for the result and having the result delayed for a number of ticks can cause inconsistencies. For example the player walks into the teleport portal, you put the ...
- Sun Nov 03, 2019 10:57 am
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5285
Re: Dealing with large operations in a single tick.
Thanks for your advice! It's good to know I was most likely overengineering things. UPS drops aren't a big deal as long it doesn't cause any other issues. I thought desyncs could also be caused by very large changes in the game's state, but I guess this is not the case.
The reason I was confused ...
The reason I was confused ...
- Sun Nov 03, 2019 10:06 am
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5285
Dealing with large operations in a single tick.
Hello
Let's say I have a mod that allows users to teleport to new surfaces. When a player enters a portal, a new surface might have to be generated, a new portal must be built on the new surface and the player must be teleported. Now let's say you're playing a multiplayer game and 10 players do ...
Let's say I have a mod that allows users to teleport to new surfaces. When a player enters a portal, a new surface might have to be generated, a new portal must be built on the new surface and the player must be teleported. Now let's say you're playing a multiplayer game and 10 players do ...
- Fri Aug 30, 2019 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Failed to parse the mod portal API response
- Replies: 4
- Views: 4767
Re: [0.17.47] Failed to parse the mod portal API response
Hello,
A new thread appeared on my mod about this issue.
My mod had an invalid dependencies section in its info.json file, so I fixed this by uploading a new version of the mod. However, this issue was still present and people were unable to update any of their mods due to the game being unable ...
A new thread appeared on my mod about this issue.
My mod had an invalid dependencies section in its info.json file, so I fixed this by uploading a new version of the mod. However, this issue was still present and people were unable to update any of their mods due to the game being unable ...
- Wed Feb 27, 2019 6:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Sound menu sliders unresponsive
- Replies: 2
- Views: 2682
Re: [0.17.1] Sound menu sliders unresponsive
I'm experiencing the same issue on Linux.