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Broken Sound - FPS or Sound issues?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by krallopian, Mar 1, 2019.

  1. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    984
    After showing this to TDK he suggests posting it here:



    Basically after playing with multiple cars and they crash/break the sound starts to break up eventually. ESPECIALLY in replay mode (which I know I know has the warning) if you record a car crashing into another one, then rewind and watch again, and rewind, eventually it'll start cracklin' and popping and FPS will drop to next to nothing.

    That video shows the fps after doing this, then I reset the cars and eventually the FPS gets better as I go back down to one car. I've noticed more complex cars will do this until you reload them, almost like particles/emitters or something continue to persist even after repair to the point that there are 1,000 things happening in CODE but no visible.

    Regardless, I've seen multiple videos over the past few months with people complaining, "Why did you put music!?" and the answer is always, "Because the sound broke" or "because the sound fell apart" or something along those lines.

    So - what causes this? FWIW I've had this happen on grid map, so I know it's not map related =)
     
  2. 98crownvic

    98crownvic
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    Joined:
    Jul 14, 2016
    Messages:
    1,525
    I've experienced the same thing when I do my occasional "try to escape every police car in the game in a Covet" on Grid, Small, Pure. Low FPS seems to be an issue, but another thing that seems to wreak havoc on the sound quality is a flat tire.
     
  3. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    984
    100% the flat tire is what causes this! EVERY TIME it's fine fine fine fine fine but when there's a flat tire, things go wonky afterwards. I know from my own experience doing repetitive sounds like this in game development it always happened and my first thought with the new flat tire sound, "Wow how did they manage to get it to work so well without glitching" but, I still don't fully understand how or why it ever happened =D
    --- Post updated ---
    Funny thing, opening the game-settings.ini and changing "AudioMaxChannels" from 128 to 256 seems to have solved this for me. I'm going to keep trying, but I wasn't able to replicate it with 256 where I could each time with 128. As I said way back when I first posted about this, I remember back with the "SoundBlaster 128" etc.., "now we can do 128 voices at ONCE!" and how game settings used to have a slider for how many voices/sounds you could do at once. Looked for the option, FOUND the option, changed the option, and problem solved. Still testing of course but for now it's working well. Next I'll change hardware from 0 to 1, then buffers from 16 down to 8 up to 32 etc..

    Changing the game-settings.ini will change the xml file so only worry about changing the ini if you do start messing with this.

    Located in: upload_2019-2-28_23-20-25.png
    --- Post updated ---
    Apparently I cannot make changes to the hardware or buffers, but the max voices change sticks and seems to be working strong. I've loaded replays that used to cause this issue and they are no longer causing it. Might be too soon to say "FIXED!" but... it certainly isn't happening yet.
     
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