Urban Terror Forums: [Bug report and Fix] Audio files in need of Pre-Caching to avoid their playback freezing rendering occasionally - Urban Terror Forums

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[Bug report and Fix] Audio files in need of Pre-Caching to avoid their playback freezing rendering occasionally Rate Topic: -----

#1 User is offline   mitsubishi Icon

  • Account: mitsubishi
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Posted 29 December 2009 - 03:50 PM

(Related: [Bug Report and Fix] Funstuff must be pre-loaded before gameplay to avoid other gamers from freezing your FPS when they join )

The following sounds have to be preregistered by the game (with the S_RegisterSound family of functions) - as most other sounds are already - to avoid them potentially freezing rendering (usually when they are 1st played after a boot of an OS) [shown with blank gaps on lag meter] [this occurs because disk is accessed during gameplay; that should be avoided]. It may be more apparent on certain systems only.

  • All Radio audio
  • sound/misc/kcaction.wav (a default sound)
  • sound/player/ledgegrab.wav
  • sound/surfaces/bullets/water1.wav (when you shoot water)
  • sound/items/nvgoff.wav
  • sound/items/nvgon.wav
  • sound/items/flashlight.wav (a default sound used on items that don't have a 'use')
  • sound/items/laseronoff.wav
  • sound/weapons/beretta/92G_noammo.wav (heard a lot, the default out of ammo sound)
  • sound/bomb/Bomb_disarm.wav
  • sound/bomb/Explode01.wav (following 3 heard together on bomb explosion)
  • sound/misc/blast_wind.wav
  • sound/misc/blast_fire.wav



This was initially in another thread but I didn't know of the problem then firmly.

Method used to find what was not pre-cached is Ikalizer's verbose messaging. EDIT: can be also seen with fs_debug

An ugly workaround is in the .exe of my sig but it seems to work fine. (forces an S_RegisterSound for them client-side)


I'll edit the post if I find more.

This post has been edited by mitsubishi: 23 May 2010 - 04:34 PM


#2 User is offline   Well Cooked Nade Burgers (old) Icon

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Posted 30 December 2009 - 09:00 AM

flag capture sounds ? and menu sounds both I noticed have a tendency not to play when there suspost to
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#3 User is offline   mitsubishi Icon

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Posted 30 December 2009 - 01:49 PM

i'll look into those in case they're also left out from pre-caching.

This post has been edited by mitsubishi: 30 December 2009 - 01:58 PM


#4 User is offline   mitsubishi Icon

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Posted 30 December 2009 - 03:39 PM

no they weren't.


more added on first post:
sound/bomb/Bomb_disarm.wav
sound/bomb/Explode01.wav (together with next 2 heard at bomb explosion. 3 together, they may had been common freezing FPS the first time it's done.)
sound/misc/blast_wind.wav
sound/misc/blast_fire.wav

#5 User is offline   Well Cooked Nade Burgers (old) Icon

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Posted 30 December 2009 - 06:02 PM

cache all sounds ? I mean I have 2gb of ram I could just load the eniter pk3 in ram and run it from there :C
Amd: Athlon II 250OC @ 3.4Ghz 1.34v
2Gb PC2-6400 @ 5-5-5-15-20-T1 1.8v
ATI: 5750OC @ 840Mhz core 1337Mhz mem ;)
OCZ slientXtream 550WATT psu

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#6 User is offline   Well Cooked Nade Burgers (old) Icon

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Posted 30 December 2009 - 06:05 PM

sound\ctf\stolen.wav sound\ctf\return.wav sound\ctf\capture-red.wav sound\ctf\capture-blue.wav
Amd: Athlon II 250OC @ 3.4Ghz 1.34v
2Gb PC2-6400 @ 5-5-5-15-20-T1 1.8v
ATI: 5750OC @ 840Mhz core 1337Mhz mem ;)
OCZ slientXtream 550WATT psu

#7 User is offline   mitsubishi Icon

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Posted 30 December 2009 - 06:14 PM

there's no need to pre-load everything, they are preloaded normally by UrT, only some are left out by accident.

the flag sounds are preloaded normally by urt.

#8 User is offline   Well Cooked Nade Burgers (old) Icon

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Posted 30 December 2009 - 06:21 PM

View Postmitsubishi, on 30 December 2009 - 06:14 PM, said:

<br />there's no need to pre-load everything, they are preloaded normally by UrT, only some are left out by accident.<br /><br />the flag sounds are preloaded normally by urt.<br />
<br /><br /><br />


It Don't always play the ctf flag taken stolen captured sounds ( this used to happen with plain old iourt 1.35 as well)

what might the reason be for this ?
Amd: Athlon II 250OC @ 3.4Ghz 1.34v
2Gb PC2-6400 @ 5-5-5-15-20-T1 1.8v
ATI: 5750OC @ 840Mhz core 1337Mhz mem ;)
OCZ slientXtream 550WATT psu

#9 User is offline   mitsubishi Icon

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Posted 30 December 2009 - 06:47 PM

that's off topic here. I don't know what would make a sound not be heard at all. Well, probably the max sounds being reached.

#10 User is offline   don Icon

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Posted 31 December 2009 - 05:13 AM

View PostWell Cooked Nade Burgers, on 30 December 2009 - 06:21 PM, said:

<br /><br /><br />


It Don't always play the ctf flag taken stolen captured sounds ( this used to happen with plain old iourt 1.35 as well)

what might the reason be for this ?


Possible reasons:
1) Packet loss when the flag is stolen (seen on big 32 player servers; also you will die without a death message sometimes).
2) Too many sounds for your card at once (only so many individual streams are played at once).
3) Too many sounds happening for UrT to keep up with/UrT prioritizes certain sounds.
GlaD-don
Past teams:
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<3 to the people who built and sustained the North American competitive community over the years. xil, r, vex, icu, bos, .e, '`|v|~, iF, -x-, ill, un, xor, glad & all the rest. thanks for the games

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