[Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
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[Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
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
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!
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
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!
Last edited by FactorioPony on Fri Nov 22, 2024 12:33 am, edited 1 time in total.
Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
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.
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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Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Hey there, i also got this bug,its quite strange, since in the start you can see it doesnt happen, but a the end it happens more also, only when you place buildings by holding. Here is the results with the debug options, btw i have the game opened for about 8 hours or more, but i am in this save for less than 3 hours.
(sorry for the bad resolution i had to reduce it)
In the video the only muted sound is music, the rest is 50% or higher(but environment is 36%)
Last edited by happyfactorioaddict on Fri Nov 15, 2024 11:10 pm, edited 3 times in total.
Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
I don't see any attachments, can you try again?
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Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
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Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
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Re: [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
After playing some more, even if i quit to menu and go back its still bugged, but this time its bot deconstruction sounds instead of placing sounds, it seems to be random.(edit: nvm placing and deconstructing is still bugged)happyfactorioaddict wrote: ↑Fri Nov 15, 2024 10:36 pmHey there, i also got this bug,its quite strange, since in the start you can see it doesnt happen, but a the end it happens more also, only when you place buildings by holding. Here is the results with the debug options, btw i have the game opened for about 8 hours or more, but i am in this save for less than 3 hours.
(sorry for the bad resolution i had to reduce it)
In the video the only muted sound is music, the rest is 50% or higher(but environment is 36%)
2024-11-15 19-28-43 (online-video-cutter.com)(1).mp4
Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Thank you for the video, this is helpful.
Sound instances (which there is a finite amount available) are getting leaked somewhere. Meaning, audio resources are getting reserved, not used and not freed. Once all audio resources are lost this way no other sounds can play.
Sound instances (which there is a finite amount available) are getting leaked somewhere. Meaning, audio resources are getting reserved, not used and not freed. Once all audio resources are lost this way no other sounds can play.
Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Do you (both of you) remember if you switched your preferred audio device in-game in Sound settings before you noticed missing sounds?
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Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
I've been on default output and default driver only
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Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Although there is some chance I had been fiddling with the music volume when I ran into it on Fulgora(It was my 2nd session there and I might have gone to re-enable/disable music that session), and almost certainly I had recently enabled the music volume before running into it on Gleba(Turning it on since visiting new planet for the first time and immediately running into issues).
So if it is coincidentally related to changing other audio settings, enabling/disabling the music slider is what I might have personally triggered it from doing.
Either way it's nice to know I wasn't just going insane, so good luck hunting down specifics!
Edit: And environment sounds are the other I've mainly changed, so possibly also related to that too!
So if it is coincidentally related to changing other audio settings, enabling/disabling the music slider is what I might have personally triggered it from doing.
Either way it's nice to know I wasn't just going insane, so good luck hunting down specifics!
Edit: And environment sounds are the other I've mainly changed, so possibly also related to that too!
Last edited by FactorioPony on Sat Nov 16, 2024 4:32 pm, edited 1 time in total.
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Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
No, i have always let my audio driver in default, but if remember one or more hours earlier(of when i noticed the bug) i lowered the environment sound by 50%, because emp plant are so loud.
Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Ok, thanks for the info. Just trying to cross out potential places where stuff might have gone wrong.
Changing any volume setting wouldn't cause this.
I think I have enough information from you to point me the correct direction to figure this out.
Changing any volume setting wouldn't cause this.
I think I have enough information from you to point me the correct direction to figure this out.
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Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Good luck! And thanks for being so fast in responding and trying to patch a super rare bug.
Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
As a sanity check, are you using default sound settings (not counting volume sliders)?
Edit: You can just post your config.ini here
Edit: You can just post your config.ini here
Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
Good news! I've discovered a bug which could cause this issue and a separate bug which could make it more likely to happen. I'll let you know when it's fixed and in which version it will be released.
So you don't need to provide any additional info until then.
So you don't need to provide any additional info until then.
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Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
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Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
The issue is now fixed for the next release, 2.0.21.
Thanks again for the reports.
Thanks again for the reports.
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