#Sounds are interrupted due to NPC amount

1 messages · Page 1 of 1 (latest)

gentle pebble
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[MAPBASE]
Hello. I recently faced a problem where many of the sounds played are getting interrupted which is really distracting. Here's a video demonstrating the issue: https://youtu.be/Piy_1waHhqk

My map features 6 ambient generics, however disabling them does not fix the issue. What causes the sound problems are the NPCs, however. Removing them from the map causes all sounds to play normally. The usual methods of [2] Gag (no IDLE sounds until angry) flag and sleep state to auto PVS do not do much effect.

The video showcases the error generated in developer 1 mode. The most common ones are
Could not AllocSound() for InsertSound() (Game DLL)
and
total_channels == MAX_CHANNELS
The timing for these errors does not seem to be directly connected to the sound interruptions, but what the video for yourself.

UPDATE: AUTO PVS SETTING REMOVES THESE ERRORS BUT THE ISSUE PERSISTS

This issue does not let me conduct a playtest and continue normal development. If you could help me fix it, I'd be very grateful. Thanks.

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I have made all NPCs on the map be in the auto PVS state, compiled the map with normal VVIS but noticed that the problem did not go away, even when in areas where no single NPC could possibly in the PVS. Although I must say that all of the errors I previously wrote about have gone away. Any more suggestions?

spring pagoda
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what are the ambient_generics used for

quaint arrow
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Your best bet is to use npc_makers to spawn the npcs when the player gets there

gentle pebble
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I do not really need NPCs playing sounds in my mod, what would be your best bet on the part of the code I should look at to edit it out?

spring pagoda
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how many NPCs are there anyway

quaint arrow
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Anything with Sound

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Especially CNPC_BaseZombie::MoanSound since thats where the constant sound plays