leezer3/OpenBVE

TFO's passing sound is broken. The game stops when TFO appears etc.

ginga81 opened this issue · 7 comments

Description

・When the vehicle we are driving passes from the opposite direction to TFO, the sound becomes strange.
・When entering the tunnel for the first time, the game pauses for a moment.
・When TFO first appears, the game stops for more than 0.3 seconds
・These upper written issues happened, after exiting the tunnel, the sound of the tunnel running does not stop.

game-stop-tfo-sound-broken.mp4

Reproduction

My Tohoku-Shinkansen's route
http://midnightexpginga81.web.fc2.com/touhoku_shinkansen/route_data/Touhogu-Shinkansen-Routedata-fromSendai_v0.06.01_EN.zip

Route

the same route of my Tohoku-Shinkansen

Train

Maybe any.

Logs

This issue isn't crash. So, no log.

Related information

My PC's spec:
OS:Ubuntu 22.04 LTS 64bit
CPU:AMD® Ryzen 7 2700x eight-core processor × 16
Memory:31.3GB
Graphic:AMD Radeon RX 590 Series (polaris10, LLVM 15.0.7, DRM 3.54, 6.5.0-21-generic)

The sound of passing each other already had been no longer heard, but at 1.8.4.0, the tunnel sound was't become strange.

The appearance delay is probably 'normal' at the minute- You're loading a bunch of faces / sounds into the world for the first time, and I don't think trains were included in the visibility threading changes introduced with quad tree rendering.
#998
That's related most probably, same basic issue of buffer loading from disk speed not being fast enough for the FPS.

Other than that, I'm not immediately sure what might have changed with the tunnel tracks.
I'm wondering if this is the culprit:
https://github.com/leezer3/OpenBVE/wiki/Errata#flange--run-loop--restart-behaviour

Please see if something from just before 1.9.2.5 will reproduce.
I'll take a look at this end too.

OK, so the TFO sounds break between 1.8.4.2 and 1.8.4.3

Still investigating.....

In 1.9.2.5 I could hear it slightly after passing, sometimes, but not all the time like I used to.
I was already in the same situation with 1.7.2.1.
I think it would be possible with OpenAL, but the data with the same fps was too slow to be used as a sample. sorry.

Things are somewhat interesting.

The glitched sound on the TFOs would appear to be the motor sounds.

Our cause is this commit:
33475dd

This however shouldn't actually affect things, and it was intended to fix another bug with non-default assigned motor cars on TFOs.
I can't quite figure why altering an existing motor sound should produce different results to creating a new one at the minute.
Give me a while to dig through things; probably a car reference has gone wrong somewhere.....

Please try the build from today.

The maximum acceleration figure had got accidentally only set when using an XML train, which was causing the glitch in question.

I tested 20240301, but I couldn't hear any sound passing each other.

Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO
TFO is defined below, but my TFO is the early one implemented by S520 and does not use XMLTrain.
My TFO data does not have a definition for the motor deceleration sound, so the corresponding update made it silent.
However, the only thing we can hear in the 925's deceleration noise.
It's supposed to be the same as the 200 series, but it's a mystery why we can hear it.
925's TFO data is here.
TFO object
Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/925
TFO XML
Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/TFO-fromSendai_morioka-hayabusa95.xml

Drive on Yamabiko 161 or 171 and jump to Morioka station.
Then, 925 come to Station.