Client-side sound handler taking atrocious amounts of time
E.g. as in https://i.imgur.com/L0gM6oA.png
Are we leaking sound objects?
Commenting this line makes the problem go away (and effectively removes looped sounds). This narrows it down a little perhaps?
I looked around a bit, and I don't think that we are handling sound objects very well. It would appear that when the looped sounds are disposed, it tosses all of them at the same time, and things can be added on every render tick (it would appear, at least for the turbine blocks). I traced <instance of LoopedSound.kt>.active around, and it's only called on destruction, and it appears that destruction affects all looped sound objects (and occurs on block breakage).
I'm no expert here.. I could be wrong.
[16:50:00] [Client thread/INFO] [STDOUT]: [mods.eln.sound.LoopedSoundManager:process:29]: java.lang.IllegalArgumentException: value already present: mods.eln.mechanical.ShaftRender$ShaftSoundLooper@949f7c1
I placed a lot of generators down in a test world with nothing else in it. >20 This happens often when you place 30+.
EDIT: L29 is in a different location than normal because I added a few println statements. It happens in the try/catch loop.