I'm playing through Eviternity II and sometimes hearing these annoying short sounds when shooting
https://files.catbox.moe/jt1o1n.mp4
Is it a bug?
Eviternity II shooting sound bug
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Re: Eviternity II shooting sound bug
As far as I understand, this tends to happen with low framerates. The player's weapon sounds (and other viewer-local sounds) are played at the player actor's position, which is normally set the same as or close enough to the listener/camera position that it knows to play the sound centered. But, the engine seems to start a sound using the old listener position and the new actor position (or vice-versa, the new listener position with the old actor position), causing a sound to start off-center if the player's moving, and the engine's not able to re-sync their positions until the next audio update. Either that, or the sound is started using a different offset than what it gets updated with. Regardless, if there's then a large enough time gap between the sound starting and the next audio update, the sound will start playing off-center before re-centering on the next audio update.
I've not dug very deep into GZDoom's frame update loop to figure out how to fix this, or if it's even possible to fix without refactoring the update logic to ensure the actor and listener are both in their updated/final positions prior to starting sounds (or changing how viewer-local sounds are tracked), which may or may not create compatibility issues with existing content.
I've not dug very deep into GZDoom's frame update loop to figure out how to fix this, or if it's even possible to fix without refactoring the update logic to ensure the actor and listener are both in their updated/final positions prior to starting sounds (or changing how viewer-local sounds are tracked), which may or may not create compatibility issues with existing content.
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Re: Eviternity II shooting sound bug
This sounds like it can be really annoying but I am not sure it's fixable.
In addition to what Chris already said (which is a perfectly good theory for what's going on) another thing that can be happening is due to the low frame rate, the engine is doing time reconciliation by skipping frames, which possibly could cause sounds to overlap inconsistently since each tick is not happening on its precise scheduled 1/35th of a second deadline. If that's not the case, then it is also possible that its catch-up also could be causing the sound to not fully play before it gets reset. Any of these cases can cause the sound to be weird and inconsistent.
Eviternity is known to be a bit of a stress test for machines. There's not much we can do here right now.
In addition to what Chris already said (which is a perfectly good theory for what's going on) another thing that can be happening is due to the low frame rate, the engine is doing time reconciliation by skipping frames, which possibly could cause sounds to overlap inconsistently since each tick is not happening on its precise scheduled 1/35th of a second deadline. If that's not the case, then it is also possible that its catch-up also could be causing the sound to not fully play before it gets reset. Any of these cases can cause the sound to be weird and inconsistent.
Eviternity is known to be a bit of a stress test for machines. There's not much we can do here right now.