Ambient sounds stutter
#1
Posted 05 June 2012 - 12:41 PM
What's the current status on this problem? I've searched the forum, but there doesn't seem to be any advance made in solving it.
I recall there were assumptions it may be caused by ARE and sounds not being in the same biff, but apparently that is not the case. Many vanilla BG2 area are stored separately from their sounds, without any lag. I've put AR6600.ARE and it's four ambients into one biff, and this also had zero impact.
I'm a little at loss where to dig now
Retired from modding.
#3
Posted 05 June 2012 - 03:05 PM
I have tried to replace the "ocean" AMB_E10A reference with "birds chirping" AMB_E05E. If it was bad before, then it became utterly unbearable now.
Tried to replace the ocean WAV with an empty one - no effect.
This leads me to believe that water sounds are not responsible, even though the stutter usually happens in areas with lots of water running.
Retired from modding.
#4
Posted 05 June 2012 - 03:19 PM
Have you considered either doing the low-level digging Suslik did for scripts, to determine why ambient sounds can cause stutters; or encourage someone like him(her) to do it?
I don't know if you have such code-fu to do it - I certainly don't.
#5
Posted 25 June 2012 - 11:34 PM
An interesting discovery I have made, is that the stutter consistently disappears after entering any minor area in the above-mentioned locations, saving there, and loading it.
Stutter consistently re-occurs in the following cases:
1) save-loading while present in the affected area
2) entering the area via worldmap
3) using MoveToArea() console command to get there
Retired from modding.
#6
Posted 30 June 2012 - 05:20 AM
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#7
Posted 30 June 2012 - 08:08 AM
More importantly, why the hell would the game decide whether or not to stutter, depending on how I get into the affected area?
Retired from modding.
#8
Posted 05 July 2012 - 12:16 PM
Ambients have a position and a radius, so they fire off in different parts of areas. For some reason, the obvious didn't occur to me at first after reading your post, but it must have occurred to you. So to get back to what I said, there are problems with specific ambients rather than ambients in general, that would require elimination testing to track down.More importantly, why the hell would the game decide whether or not to stutter, depending on how I get into the affected area?
Edit: they also have (or don't have, depending on the setting) a random sound selection factor within each ambient, so you would have to account for that as well.
Edited by Miloch, 05 July 2012 - 12:18 PM.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#9 -paulo-
Posted 05 July 2012 - 09:36 PM
#10 -paulo-
Posted 05 July 2012 - 09:39 PM
#11 -Shin-
Posted 22 August 2012 - 10:22 PM
#12
Posted 23 August 2012 - 02:40 AM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#13 -Shin-
Posted 23 August 2012 - 02:28 PM
#14 -Shin-
Posted 23 August 2012 - 02:36 PM
#15 -Shin-
Posted 23 August 2012 - 02:56 PM
#16 -Shin-
Posted 23 August 2012 - 03:27 PM
#17
Posted 24 August 2012 - 02:01 AM
Erhm, how did you manage to do what... the .bif files are file archive ... you need to remove the whole .bif to actually do, you can pass the rest of the files to the override folder so the game has access to them... and the file can actually be stored in multiple .bif files. So you don't need to change the CD...Even when removing one of the ambient wavs from the bif and then removing it from override as well, it *still* plays inside the area in the game. Honestly, where is the game getting its file info from?
Deactivated account. The user today is known as The Imp.
#18 -Shin-
Posted 24 August 2012 - 10:27 AM
#19
Posted 25 August 2012 - 02:20 AM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#20 -Shin-
Posted 25 August 2012 - 02:33 PM