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vehicle Popping sounds solutions?

Darzus Strutt
Registered User
Join date: 3 Sep 2003
Posts: 67
04-28-2005 03:44
:confused: I have seen where other vehicle builders have asked about this before but has anyone come up with any kind of solution or workaround.? The situation im asking about is the annoying vehicle popping sound that arose several patches ago that makes the sounds attached to a vehicle make an annoying popping sound as you drive a vehicle..and if you are distant from a vehicle in an area like the vehicle park..you hear this annoying pop sound everytime the sound is played. I have tried using ||triggersound, ||playsound, ||loopsound, ||lplaysoundslave/master all with the same results. Is it possible its tthe encoding when the sound is uploaded..say the bitrate or lenght of the sound that is the problem or possible solution..if anyone know a workaround or a possible solution till we get a fix on this it would greatly help me. I have found only one vehicle so far that does not seem to make this sound so i know there is a possible solution if somone is willing to share.
CrystalShard Foo
1+1=10
Join date: 6 Feb 2004
Posts: 682
04-28-2005 04:23
I dont think that there is any solution for this in LSL as the problem is coming from SecondLife itself. This is more of a technical issue then anything I think...

I suggest posting a question such as "why do we hear 'pop' and other disturbences when vehicles play sounds?" question in the Hotline to Linden forum section.
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
04-28-2005 04:27
From: CrystalShard Foo
I suggest posting a question such as "why do we hear 'pop' and other disturbences when vehicles play sounds?" question in the Hotline to Linden forum section.


Lemme save you the effort...

It's your firewall.

Or your router.

Or your AVG software.

Or your graphics card.

Or your sound card drivers.

Or your RAM.

Or a hardware fault.

Basically, it's anything other than Second Life doing it.

There. I saved a Linden a job! *proud*
Darzus Strutt
Registered User
Join date: 3 Sep 2003
Posts: 67
04-28-2005 05:23
I dont think its my hardware ..I have seen other vehicle builders post and ask about this same problem..Huns Valen specifically /invalid_link.html
.. and the reason I asked here is because I was wondering if any other vehicle builders have come across this and any solotions they use in assigning sounds to play in their vehicle scripts.
Foolish Frost
Grand Technomancer
Join date: 7 Mar 2005
Posts: 1,433
04-28-2005 08:20
I have a fix, but you have to have the original sound files to work from...

Put a 1/10 of a second silence at the beginning and end of the file, and take that into account when playing sounds.

Cuts out the 'volume surge' effect perfectly.


Have fun!
Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
04-28-2005 08:25
As far as I've understood it, it's due to the vehicle being in a different sim than the listener.... the sound travels across but in "chunks".
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
04-28-2005 09:21
I've avoided it by not swapping sounds. I now have two prims running loops and adjusting the volume of the sounds then they need to be switched. As long as I don't have to change the loop in any of the prims I have doing this, I don't get the volume pop.
This means having to be careful how many sounds you've got going at once, as everyone you pass will be foreced to download all the loops at once. I keep it at two.
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Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
04-28-2005 10:51
From: Psyra Extraordinaire
As far as I've understood it, it's due to the vehicle being in a different sim than the listener.... the sound travels across but in "chunks".
I don't believe that is the case. I visit the island sandbox often and hear some vehicles making those poping sounds (certain motorcycles are the worst). That sim has no ajoining sims around it.

Part of the problem might simply be people using llPlaySound too much and too often in their vehicle scripts. For example, if someone scripts their vehicle to llPlaySound an engine revving sound on every control() event occurance.
Chandra Page
Build! Code. Sleep?
Join date: 7 Oct 2004
Posts: 360
04-28-2005 10:59
From: Jillian Callahan
I've avoided it by not swapping sounds. I now have two prims running loops and adjusting the volume of the sounds then they need to be switched. As long as I don't have to change the loop in any of the prims I have doing this, I don't get the volume pop.
This means having to be careful how many sounds you've got going at once, as everyone you pass will be foreced to download all the loops at once. I keep it at two.


Excellent workaround, Jillian. I'll have to give this a try, because my Unibike has this problem in spades.
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Darzus Strutt
Registered User
Join date: 3 Sep 2003
Posts: 67
04-28-2005 14:26
From: Foolish Frost
I have a fix, but you have to have the original sound files to work from...

Put a 1/10 of a second silence at the beginning and end of the file, and take that into account when playing sounds.

Cuts out the 'volume surge' effect perfectly.


Have fun!

Wow man thanks I think that just might work..because its when the sound first plays that I hear that annoying pop or surge as u say. I am gonna try this today I really hope it works Ive been pullin my hair out to fix this. Thanks for the constuctive feedback :)
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
04-28-2005 17:46
put llStopSound() between sound changes. llStopSound seems not to work on sounds played rather than looped unles you have llSetSoundQueue(TRUE); on
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