[Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?

FactorioPony
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[Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?

Post by FactorioPony »

Apologies for a rather rambly report of an unimportant, hard to reproduce, and easy-to-workaround bug; But I haven't seen any other reports on this so figured I'd get it at least documented as existing. I'll put as much detail as I can in case that helps for now and add more definitive statements if I run into it again and test more. Or maybe it'll be fixed in an hour, you never know with these things.


TLDR: At an unknown point in two sessions so far, certain sound effects either disappear entirely or become inconsistently applied. So far I've noticed the belt-placed 'click' sometimes not playing(while expanding my spaghetti Fulgora base), the personal laser defense brrr noises entirely missing(for the few minutes I ran around testing them on Gleba), and the stone furnace placement 'thump' also entirely missing(testing on gleba with limited materials after noticing the lasers). Save/Loads I believe didn't fix the issue; Restarting does fix the issue.


What did you do?

I've noticed this bug two times so far.
The first time was during my 2nd session on Fulgora, after playing for about 6 hours(Guessing based on my save times from that day). Version .14
The second was just now after reaching Gleba for the first time, having already been playing for ~5 hours as well. Version .15(Log included from this session)

Sound settings are all default except Environment turned down to 60%


What happened?

First time(2 days ago~) on Fulgora, I noticed that when placing objects such as belts, the 'click' noise that normally plays was sometimes missing. For example I would drag a line of belts and only some would play the click noise. My first guess was something intentional to the audio priority system muting during mass-placements, but this also happened while placing 1 at a time to test. Interestingly I believe there was still a very soft whoosh when the main 'click' was absent, so at least one of the audio cues was getting through? Figured that I'd try 'restarting'(saving for the day and coming back tomorrow) and that fixed it when starting again the next day.

On Gleba I had just arrived(today) for the first time, and while my personal laser defenses kicked in against assorted pentapods I noticed there was literally no laser sound. To test further I cobbled together a stone furnace and it also wasn't making any noticable 'thunk' when placed. Less info because I decided to just quickly restart and only afterwards remembered that I should probably actually make a report with info this time! Restarting did fix it once again though.


Either way unless I'm horribly mistaken, they both appeared mid-session and without any obvious cause immediately prior. I'd speculate on the audio engine being overwhelmed from the chaos of a spaghetti Fulgora base but the sound effects missing entirely just after reaching Gleba makes me less sure. Maybe a slow deterioration over time? And it could ofc be random chance that it broke at the start of Gleba, related to space noises on the trip, or started occurring slightly before I left and I only noticed once playing more down to earth on Gleba.



What did you expect to happen instead? It might be obvious to you, but do it anyway!

Belt placing makes a nice click for obvious audio feedback that it was placed; Lasers go brr; Furnace go 'thunk'. Always.

Does it happen always, once, or sometimes?

Sometimes, only after having been playing for an extended time(so far at least), and not obviously tied to any specific save or situation. Both times that I've encountered this bug, the problems were just randomly noticed during normal gameplay, and restarting the game seems to have immediately fixed the issue. As far as I remember when testing the first occurrence and trying to find a 'setup', the 'randomly missing sounds' effect persisted through save/loads though.

After having already restarted to fix this 2nd time, I've tried reloading my 'first to Gleba' save, but couldn't get a repeat to occur from a freshly launched game; So if it is actually related to something short-term that breaks the sounds long-term(Rather than building to that point), it's not consistently triggered on either of my saves sadly. If you want either of them just to try, feel free to ask.



The ideas I have for tests next time this occurs would be along the lines of:

Double-checking that save/loads don't impact it(Incase I'm misremembering details of my earlier test)
Testing a wider variety of materials/situations to see if it's very limited in scope or not once it starts, and if the same things are always involved(lasers, belts, etc)
Fiddling with volume&audio device settings to see which if any of those prompt it to suddenly work again once adjusted.

If you have any other requests for debug views to enable, commands to grab more info next time I run into it, etc, let me know!
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Donion
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Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?

Post by Donion »

Hello,
If/When it happens next time, please enable the "show-detailed-info" and "show-recently-played-sounds-info" debug options (press F4, search for and check those options), take a screenshot and post it here.

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