john9818a on 26/2/2015 at 19:42
There is an area in my mission where some random sounds (footsteps, bow string pull, picking loot, etc) start playing hit or miss after playing the mission for a while. The room brushing is fine, and the sounds don't "disappear" until the mission has been played for at least 30 minutes or so. There is noting in the monolog file about too many ambients or too many objects. This problem has been eluding me for several weeks, and I have yet to discover why this is happening. :confused: The area is not overly saturated with ambients so that should not be a problem.
The only thing unique about this area is that there are two EmitStreamTraps that emit special arrows every 200 ms.
Random_Taffer on 26/2/2015 at 19:46
If you disable those emitter traps does the problem still occur?
john9818a on 26/2/2015 at 20:00
let me check :p and I'll answer back in about 30 minutes :)
Edit: I tried it again with the two EmitStreamTraps removed from the map, and the sounds still drop out. :(
qolelis on 26/2/2015 at 21:41
Just some control questions (some probably crazier than the others):
* What sizes are your room brushes? Are there any pairs of overlapping room brushes where one is significantly larger than the other?
* What happens if you delete and redo the room brushing in that area?
* How many ambient sounds do you have in total? Could the number in any way be building up while the mission is being played?
* DromEd only: Have you done "set game_mode_backup 0" while it's happening and checked out the room brush in question?
* Could it be a sound driver issue?
john9818a on 28/2/2015 at 20:35
This is a snapshot of the room brushes in the affected area. Please note that some of the brushes seem to be inside other brushes, but they are actually at a higher level.
I was thinking it was a resource problem because I can start off in this room and the problem does not exist, but after playing for a long time it develops only in this general area. I now remember on the other side of the building I had a m07birdtree ambient and the audio was sort of choppy. Removing that ambient obviously solved that problem. I do have a lot of wind/rain ambients but I don't think there are that many in the same area. Is there a limit to how many ambients can be played at one time in range of the player?
Qolelis I have 375 ambients total. I don't think it is a sound driver issue because the problem exists only in this mission in one place. I'll try re-room brushing the general area and see what happens.
(
http://i1283.photobucket.com/albums/a555/jdenison1/SoundDropLS52_zpsq6ycs7xg.jpg) Linky
darthsLair on 1/3/2015 at 00:44
Hi John,
Have you checked for Room Brush 0 ?
john9818a on 1/3/2015 at 02:02
Darthslair I have a room brush 0. After building rooms I found worse problems:
Building rooms...
ERROR: room brush 10 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 13 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 14 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 20 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 21 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 22 has an invalid type id 1211, using default room but should be fixed!
228 rooms, 544 portals, 2.3859649 average portals per room
The 61s are spotlightpoints, and the 1211 is a tree. :tsktsk:
I think I should move the room brush 0 to solid space and delete & recreate those listed above.
Yandros on 1/3/2015 at 02:40
I had an issue like that in DP2 where some of the roombrushes in one area became instances of a cobweb archetype instead of a room. It was in an area I had imported as a multibrush, and I recall someone else much more recently also reporting something similar, again on an imported multibrush. I would delete all the offending roombrushes and redo them.
darthsLair on 1/3/2015 at 03:37
Quote Posted by john9818a
Darthslair I have a room brush 0. After building rooms I found worse problems:
Building rooms...
ERROR: room brush 10 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 13 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 14 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 20 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 21 has an invalid type id 61, using default room but should be fixed!
ERROR: room brush 22 has an invalid type id 1211, using default room but should be fixed!
228 rooms, 544 portals, 2.3859649 average portals per room
The 61s are spotlightpoints, and the 1211 is a tree. :tsktsk:
I think I should move the room brush 0 to solid space and delete & recreate those listed above.
Once I had corrupted room brushes like what russ had, spiders, and other voice schemas all over the place. I tried fix_rooms, but it didn't work to fix them. I ended up deleting each one of several hundred. I made the corruption by multibrushing particles, I think. Anyway along time ago, now I am extra careful. Once I had room brush 0 in a main area, and somehow the sound quit working all together in that area. This was Thief Gold.
john9818a on 1/3/2015 at 04:08
That's what I did Russ. :) I've deleted the bad brushes but decided to fix the "portal center" room brushes first before re-adding the replacement brushes. Some of my terrain is very odd :D so it was very easy for room brushes portals to intersect in solid space. I don't know how I got the bad brushes and I haven't multibrushed anything except terrain brushes. :p
Edit: I've narrowed things down to this:
Checking rooms...
WARNING: room brush (br_id 791) center inside another room brush (br_id 665)
Room brushes with centers inside other room brushes have been hilighted.
Rooms checked.
however none of the room brushes are highlighted.