OpenBVE
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TFO's passing sound is broken. The game stops when TFO appears etc.
Description
・When the vehicle we are driving passes from the opposite direction to TFO, the sound becomes strange. ・When entering the tunnel for the first time, the game pauses for a moment. ・When TFO first appears, the game stops for more than 0.3 seconds ・These upper written issues happened, after exiting the tunnel, the sound of the tunnel running does not stop.
https://github.com/leezer3/OpenBVE/assets/22734699/0cb18d87-50fc-4281-9050-32b3450a6b68
Reproduction
My Tohoku-Shinkansen's route http://midnightexpginga81.web.fc2.com/touhoku_shinkansen/route_data/Touhogu-Shinkansen-Routedata-fromSendai_v0.06.01_EN.zip
Route
the same route of my Tohoku-Shinkansen
Train
Maybe any.
Logs
This issue isn't crash. So, no log.
Related information
My PC's spec: OS:Ubuntu 22.04 LTS 64bit CPU:AMD® Ryzen 7 2700x eight-core processor × 16 Memory:31.3GB Graphic:AMD Radeon RX 590 Series (polaris10, LLVM 15.0.7, DRM 3.54, 6.5.0-21-generic)
The sound of passing each other already had been no longer heard, but at 1.8.4.0, the tunnel sound was't become strange.
The appearance delay is probably 'normal' at the minute- You're loading a bunch of faces / sounds into the world for the first time, and I don't think trains were included in the visibility threading changes introduced with quad tree rendering. https://github.com/leezer3/OpenBVE/issues/998 That's related most probably, same basic issue of buffer loading from disk speed not being fast enough for the FPS.
Other than that, I'm not immediately sure what might have changed with the tunnel tracks. I'm wondering if this is the culprit: https://github.com/leezer3/OpenBVE/wiki/Errata#flange--run-loop--restart-behaviour
Please see if something from just before 1.9.2.5 will reproduce. I'll take a look at this end too.
OK, so the TFO sounds break between 1.8.4.2 and 1.8.4.3
Still investigating.....
In 1.9.2.5 I could hear it slightly after passing, sometimes, but not all the time like I used to. I was already in the same situation with 1.7.2.1. I think it would be possible with OpenAL, but the data with the same fps was too slow to be used as a sample. sorry.
Things are somewhat interesting.
The glitched sound on the TFOs would appear to be the motor sounds.
Our cause is this commit: https://github.com/leezer3/OpenBVE/commit/33475ddface6a85e816ee8e2a0e1c1a6b6c0aec9
This however shouldn't actually affect things, and it was intended to fix another bug with non-default assigned motor cars on TFOs. I can't quite figure why altering an existing motor sound should produce different results to creating a new one at the minute. Give me a while to dig through things; probably a car reference has gone wrong somewhere.....
Please try the build from today.
The maximum acceleration figure had got accidentally only set when using an XML train, which was causing the glitch in question.
I tested 20240301, but I couldn't hear any sound passing each other.
Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO TFO is defined below, but my TFO is the early one implemented by S520 and does not use XMLTrain. My TFO data does not have a definition for the motor deceleration sound, so the corresponding update made it silent. However, the only thing we can hear in the 925's deceleration noise. It's supposed to be the same as the 200 series, but it's a mystery why we can hear it. 925's TFO data is here. TFO object Railway/Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/925 TFO XML Object/Tohoku-Shinkansen-Objects/Tohoku-TFO/TFO-fromSendai_morioka-hayabusa95.xml
Drive on Yamabiko 161 or 171 and jump to Morioka station. Then, 925 come to Station.