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Messages - Inggo

Pages: [1]
1
And please report it direct to the mod author, if you got steam, post it at the mod discussion.
The subforum mod-bugs isn't the right place for that.

Copy this, will do... I'm seeing if I can isolate it to a specific item at the moment, the sewage_Ambience SoundDef seems to be the primary culprit at the moment (though it might be my fault for placing too many septic tanks/sewage treatment in my colony).

2
This is related to this thread: https://ludeon.com/forums/index.php?topic=49923.msg469095

Basically, if you have too many items that create ambient sounds, the following error occurs:

Code: [Select]
C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(944) : Error executing channel->set3DPanLevel(spatialBlendLevel) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(240) : Error executing m_FMODChannel->set3DSpread(spread) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(945) : Error executing channel->set3DSpread(spread * 360.0f) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(286) : Error executing m_FMODChannel->setPan(pan) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(946) : Error executing channel->setPan(stereoPan) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(313) : Error executing m_FMODChannel->getReverbProperties(reverbproperties) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(960) : Error executing channel->getReverbProperties(&props) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

This continuously floods output_log.txt and on exit, it will hang the game because it keeps writing endlessly the following in a loop:

Code: [Select]
C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(447) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
 
(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(447) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
 
(Filename:  Line: 16)

This is the worst part of the problem because it produces an output_log.txt that can be as large as hundreds of gigabytes depending on how long you've been playing or how long you let it hang while exiting the game.

When I renamed HygieneSounds.xml to HygieneSounds.xml.bak, the errors no longer happen. Of course, the ambient sounds also do not play, but they weren't playing anyway in the first place because of the problem itself.

It may be a specific item only, which is what I'm trying to find out at the moment. The culprit I'm looking at is the sewage_Ambience, because I have quite a few of them in my biggest colony, so maybe just removing these specific SoundDefs will resolve the issue while the other sounds still be working.

3
I have great news! I found out what mod was causing the issue.

It was indeed Dubs Bad Hygiene. It seems that once you have too many of the ambient sound-creating objects in game, the AudioSource.cpp/SoundChannel.cpp errors happen. And once it happens, when you exit, the SoundChannel.cpp m_FMODChannel->stop() flood occurs.

To confirm this, I have a game that when loaded produces the errors even just upon loading the game. I renamed Defs\SoundDefs\HygieneSounds.xml to HygieneSounds.xml.bak (any filename will do, as long as the extension is not an xml so that it doesn't get loaded) from the Dubs Bad Hygene mod folder (if using steam, this is in steamapps/workshop/294100/836308268)

When I load the game, the AudioSource.cpp/SoundChannel.cpp errors no longer happen and I can exit the game to OS easily without the game hanging. The side effect is that there will be no ambient sounds for the items, but I can live with that for now.

I'll go report it to the creator of Dubs Bad Hygiene. Also, I guess this gives a hint in case other people are having this problem to look at files with <SoundDef> tags in the <Defs> and try to eliminate them in other problematic mods.

4
Hi, to clarify, I got a lot more mods than listed but i filtered out the common ones.

My sound drivers are up to date. Also I tried playing on a fresh restart, simply reloading my modded save game and it immediately produces the listed errors without fail.

5
Hi. I'm also having this problem. Also, I noticed that while playing, the output log is getting filled with following:

Code: [Select]
C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(944) : Error executing channel->set3DPanLevel(spatialBlendLevel) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(240) : Error executing m_FMODChannel->set3DSpread(spread) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(945) : Error executing channel->set3DSpread(spread * 360.0f) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(286) : Error executing m_FMODChannel->setPan(pan) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(946) : Error executing channel->setPan(stereoPan) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(313) : Error executing m_FMODChannel->getReverbProperties(reverbproperties) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(960) : Error executing channel->getReverbProperties(&props) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(304) : Error executing m_FMODChannel->setReverbProperties(reverbproperties) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/AudioSource.cpp(982) : Error executing channel->setReverbProperties(&props) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(472) : Error executing m_FMODChannel->setFrequency(m_Pitch * m_DopplerPitch * m_BaseFrequency) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

C:/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(462) : Error executing m_FMODChannel->setVolume(mixVolume) (The specified channel has been reused to play another sound. )

(Filename:  Line: 16)

This is similar to what is happening in this thread: https://ludeon.com/forums/index.php?topic=35212.0

I'm guessing it might be caused by mod or something is having problem with sounds? The mods we have in common with OP are the following:

- HugsLib
- HeatMap
- Wall Light
- Defensive Positions
- Dubs Bad Hygiene
- Replace Stuff
- RimHUD
- P-Music
- Hospitality
- Pick Up and Haul

I tried disabling P-Music, which seems to be the only common sound/music-related Mod with OP but it still floods my error log, with the same symptoms on exit.

I also tried disabling the rest of the mods I have in common listed above except for HugsLib. It crashes my modded game that produces the errors, but it seems to be okay on a fresh game. However, the same fresh game with the same mod list as a modded game is also error-free.

I'm not sure if this is related to a mod, or if the game is simply having trouble playing sounds for a lot of things. The game seems to play fine in a "fresh" game and my modded game of a huge colony with lots of stuff in it is the one having issues.

I'm now trying to play through the fresh game and see if it's a specific sound-producing pawn or item that's causing a problem.

In case someone else wants to help, the command I use in PowerShell to track live changes to output_log is:

Code: [Select]
Get-Content output_log.txt -Wait -Tail 30

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