I found a few old forum reports from the 2018 and 2019 but they all seemed to be for Linux users. Using any audio output (headset or no) shows same behavior.
I noticed sound used to stop working some weeks back but finally narrowed things to reproducible steps:
1. Launch Factorio
2. Launch Discord
3. Start Discord call
4. Audio in Factorio will cut out as call begins
If Factorio is started after Discord call is connected, audio works correctly.
[1.0.0] MacOS Audio stops working when Discord call starts after Factorio
Re: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
87.712 Info SteamContext.cpp:482: Entered own lobby.
165.178 Info ServerMultiplayerManager.cpp:112: Disconnecting multiplayer connection.
This is the interval in which the Discord call was started. I began the call after the MP host session was initiated
165.178 Info ServerMultiplayerManager.cpp:112: Disconnecting multiplayer connection.
This is the interval in which the Discord call was started. I began the call after the MP host session was initiated
Re: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
Digging into this I found the following in the syslog during a recent session where audio for discord and factorio was working fine for using the built in speakers but then game audio failed when switching to a bluetooth headset:
default 15:32:50.575788-0600 factorio kAudioUnitErr_TooManyFramesToProcess : inFramesToProcess=1536, mMaxFramesPerSlice=1156
default 15:32:50.575833-0600 factorio /AppleInternal/BuildRoot/Library/Caches/com.apple.xbs/Sources/AudioDSP/AudioDSP-366.39/CoreAudioUtility/Source/CADSP/AUPublic/AUBase/AUBase.cpp:1380 inFramesToProcess=1536, mMaxFramesPerSlice=1156; TooManyFrames
this gets spammed in the syslog until the workaround described above is performed (starting the game after bluetooth audio is running)
default 15:32:50.575788-0600 factorio kAudioUnitErr_TooManyFramesToProcess : inFramesToProcess=1536, mMaxFramesPerSlice=1156
default 15:32:50.575833-0600 factorio /AppleInternal/BuildRoot/Library/Caches/com.apple.xbs/Sources/AudioDSP/AudioDSP-366.39/CoreAudioUtility/Source/CADSP/AUPublic/AUBase/AUBase.cpp:1380 inFramesToProcess=1536, mMaxFramesPerSlice=1156; TooManyFrames
this gets spammed in the syslog until the workaround described above is performed (starting the game after bluetooth audio is running)
Re: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
Did some more testing and suspect this happens after any call starts. If another app such as Discord or Slack or FaceTime starts a call, factorio audio stops. Sometimes it will restart after the call ends, sometimes not.