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Sound no longer playing bug and sound.buffersize ...


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Posted

Hi guys,

 

I am using a lot of voiceovers in my mission. I mostly use two calls with MOOSE.

 

1. The soundfile to all

 

local _soundFile = USERSOUND:New("mysound.ogg")
_soundFile:ToAll()

 

2. The radio call

 

_unitRadio:Broadcast()

 

I do not have issues playing the sound at all.

 

BUT, I do have a recurring issue where after few dozens sounds played, the sound that I call in my scripts will no longer play. Any of you guys experienced this?

 

This bring me to two questsions:

 

1. Is it possible that DCS accumulate these sounds in memory and attain a max buffer of some sort?

 

2. I read at few places people who had to set a sound.buffersize = 8192 in a config file somewhere to fix and audio bug with the A10. Wondering if it could be related.

 

Any hint would be appreciated, I am kind of tired of this issue. This is the biggest annoyance I had with DCS so far. 

 

Thanks guys

 

Posted

Yes reminds me a case - I had several triggers calling a "squelch" sound, and on occasion 2 of them could happen at exact same time - then this sound couldn't be played again on next triggers - I had to prevent 2 calls at same time to fix it.

Posted

Thanks for the answer toutenglisse ... I checked out and it does not seem to be the issue. But since we are at it, the last time I tested this, the DCS sound engine will not let you play 2 sounds one over the other. It is quite difficult to code something dynamically when a new sound will always kill the one currently playing.

 

Example, you could not play a beep sound if you are already playing a background music. The beep will kill the currently played music.

 

BUT you can play a sound and a radio call simultaneously. It seems that the engine has two channels for the modders to use. One for sound and one for radio. Thats it ...

 

But now, that limit on the number of sound to be played really kills my project. 

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