Sound clips delayed and not triggering
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Hastur Pierterson
Soundscape Alchemist
Join date: 5 Jan 2006
Posts: 105
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02-01-2007 17:25
There has been a dramatic decline in the responsiveness in the client when triggering sound clips.
I've been running a sound shop since last October and have always had a little challenge with the vending machines and the usual lag problems here and there.
Normal (decent) days will give a 3-7 second delay before playing a sound sample. On busy evenings it can go to 10+ seconds or up to 20 seconds.
Now I am unable to even go into inventory, find a sound clip that has been around for five months and play it from inventory... Nothing happens. If I wait 30+ seconds, and try it again, the sound plays. Someone in lifehelp was able to reproduce the same thing after I passed them the assetUUID to test it for themselves.
From what it appears on my side, the increased lag over the last few months may be catching up to other assets on the system. The client seems to forget that the sound was triggered and doesn't play after it slowly transfers over. Is this related to the degraded performance of the asset servers? Potential bug? I'm not sure, but I would be surprised if I am the only person experiencing the problem.
The scripted objects that I created using the sound clips still perform, but are also showing signs of decreased performance as well in the last few weeks.
Anyone else have similar experiences with this?
Thanks
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Jeff Kelley
Registered User
Join date: 8 Nov 2006
Posts: 223
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02-01-2007 18:46
From: Hastur Pierterson Anyone else have similar experiences with this? Yes. When logging on after the update, I was surprised that a soundloop of mines would not play. The interesting point is that OTHER RESIDENTS WERE HEARING IT. Tried to edit the object to trigger the sound. Nothing. Tried to open the original from my inventory. Nothing. After many tries and waiting, the soud finally played from the inventory but still not from the in-world object. Now it seems to be ok again, but who knows? Wa have to forget reliability. I suggest a new set of procedures: llPlaySoundMayBe() llStartAnimationIfYouCan() llRezObjectNextYear() llMessWithMyPermissions() llSearchMyInventoryForever() Second Life doesn't scale and is unstable through releases. Seriousely, I'm very worried about its future.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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02-01-2007 19:17
LL is constantly tweaking asset serving priorities to keep the game moving. Audio has been continually lowered in priority over the years to the point that it may be considered optional whether the server bothers to send it at all.
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Hastur Pierterson
Soundscape Alchemist
Join date: 5 Jan 2006
Posts: 105
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02-01-2007 21:30
From: Malachi Petunia LL is constantly tweaking asset serving priorities to keep the game moving. Audio has been continually lowered in priority over the years to the point that it may be considered optional whether the server bothers to send it at all. That would be a serious shame if the additional audio aspects of SL became insignificant to the platform. Builds can be very well made and visually stunning, but streaming audio only goes so far. The additional sound abilities add the ability for uniqueness into the system.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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02-02-2007 00:06
From: Hastur Pierterson That would be a serious shame if the additional audio aspects of SL became insignificant to the platform. Builds can be very well made and visually stunning, but streaming audio only goes so far. The additional sound abilities add the ability for uniqueness into the system. Agreed wholeheartedly. Sound can give a space a tenor that nothing else can. But given the competing needs of texture transmission and audio and their lousy dataserver architecture, which is better: a pretty but silent world, or a dark screen with nice ambiance? I think their priorities are clear. I even find it hard to argue with them. Of course the third option "nice visuals and sound has been rendered technically infeasible. Most players do little beyond "crickets" and "gunshots" anyway.
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Strawbearry Shortbread
Registered User
Join date: 27 Sep 2005
Posts: 146
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02-03-2007 00:41
Well, this would explain my seagull. It stopped having the Finding Nemo sound when you click it and it says "Mine!" It still says "Mine!" but you just don't hear it, and that was so cute!
I even contacted the creator, I love the thing that much, and he sent me two more seagulls. Those don't work either.
coco
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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02-03-2007 11:03
There have been a few bugs that have opened up with sound in general lately. It started in the beginning of 1.13.2 when they fixed a bug with sound playing at full volume, which broke some functions one of which was sound queuing.
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Phidian Krasner
SL Exotic Pets
Join date: 22 Dec 2006
Posts: 26
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Same here
03-01-2007 17:49
After searching for a bit on the forums I finnaly found this thread, it appears I am seeing this same issue...
I have a sound clip (a few actually) that appear to have just "died" I hear nothing, but others do. Ive cleared my cache and still nothing from this specific clip yet last night it was fine.
after reading the thread my hopes of a fix looks dim.
Any lindens reading and have any comments on this?
-Phid
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Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
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03-01-2007 23:10
Well, I'm glad I foud this thread, too. My Ornithopters have all stopped making their cheery "chug chug" engine noise. I quite miss it  Oddly, the guns still make noise when fired, though it takes a couple of bursts sometimes. I suspected it was the sound file, as the other events in the "engine on" state in my script worked just fine.
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Phineas Flanagan
Registered User
Join date: 25 Feb 2007
Posts: 65
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03-03-2007 18:34
This has been disappointing to me. One of the things that really appeals to me about SL is the ability to synch sounds to animations with Gestures to do goofy stuff. Except I've noticed that most of the time when I first play the Gesture after logging in I either don't hear the sound, or the animation doesn't play for me the first time or two and it's all out of synch. It seems to work fine after that, but it makes me feel like I need to 'pre-cache' all of my gestures after logging in to make sure that when I run into someone I want to entertain that they will play correctly the first time.
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