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500t of 'locked ships' to base, creates constant roaring sound.

Frigidman shared this bug 2 years ago
Solved

This began to happen to us in our DS game world, where suddenly there is this horrendous roaring in our left hangar. We couldn't figure out what was going on, thought maybe a 'stuck drone' was in the voxel with its hydrogen thrusters at full (its what it sounds like). Nope! Not the issue.

After debugging and trying to repro this, I got it boiled down to this example world. A video of the example world with the noise in action: https://youtu.be/ZUA7EDA4Rhs

Details:

- Happens in solo, creative, or DS - The attached test world is a creative solo game.

- Doesnt matter what mods are installed - I reduced the mods to none, and it still happens, but my test world is using the BuildVision and BuildInfo mods for ease of locking/unlocking gears to test with. You can disable them and still get the effect.

- This test world provided, is a brand new clean start game.

- This test world is using 10 of a ship I had, where each weighs about 50t, and has a cockpit. This can happen with fewer heavier ships... or like 50 very lightweight ships.

- The locked ships must have at least one cockpit and a battery on (thrusters not a factor).

- All the ships in this example have their thrusters "off".

- The roaring sound can be heard up to like 200m away, then it drops off suddenly.

- In this test world I provided... simply walk up to the ship in the middle and lock its landing gear. If all ten of those ships are 'locked'... it will roar. If only 9 are locked, its normal.


This "roaring noise" has all but ruined our experience in our DS game. It was driving us mad last weekend when we started to have the problem. Took me a lot of trial n error and adding/deleting and moving things around to finally drill it down to this working example.

Replies (6)

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Same problem here as documented above. This is so annoying and strange!

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Additional information after more playing, and fiddling:

- Any subgrid attached (via rotor/hinge/piston) that is not of type "Station" contributes to the issue.

- At least one of the attached/locked grids has to have power 'on' (if everything goes dark, there is no roaring).

- Its very centered around reaching and going over 500,000kg of 'attached' mass. The Station mass or size has no affect on it, as the station could be 100kg, or 100t. As soon as one attached grid/ship pushes the combined attached mass over 500,000kg, roaring starts.

- The roaring sounds like the hydrogen thruster sound ...... yet in my attached test world, NOTHING has hydrogen.

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Digging into it even more... I have located the actual audio wav file that is being used for the 'roaring' sound.

ARC\SHIP_SYS\ArcShipLargeIdle3d.wav

Now, if I simply remove that file, and copy the 'ArcShipLargeIdle3d.wav' named the same... in-game the roaring goes away.

So I dug around looking at sbcs, and found that its in the ShipSoundGroups.sbc, and defined under a "Large" ship, where the minimum weight is "500000". Ah ha!

So my guess here, is all these small connected ships, and subgrids on a STATION, are combining together and the game things all of those become one 'large ship' (even though there is a STATION in the middle of them all). Then this roaring sound begins wrongfully (they are NOT a large ship, they are a bunch of small ships and subgrids on a station).

Guh.

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Yep that's exactly what happens.


MyShipSoundComponent.CalculateShipCategory() uses int currentMass = m_shipGrid.GetCurrentMass(); which grabs mass from all connected grids no matter how they're linked (including connectors and LG), except static grids which don't get counted.


The ship sound should be limited to the ship, therefore the mass calculation should either only look at grids linked with Mechanical (rotors/pistons/wheels only), or if the MyCubeGridSystems is per grid, should only use its own mass, to avoid it stacking sounds for every single grid connected if they total over 500,000kg...

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Hello, Engineers!

Thank you for such a detailed report, Frigidman, and other user's input :) I have successfully reproduced the issue and reported it internally.

Kind Regards

Laura, QA Department

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Hello, Engineers!

I´m happy to announce you that this issue is already fixed and will be introduced to the game in upcoming major update.

Kind Regards

Keen Software House: QA Department

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Nice to hear this is getting fixed, but I'm surprised the sound file reported here is different than what I reported in an old report here

https://support.keenswh.com/spaceengineers/pc/topic/extremely-loud-sound-of-engines-or-thrusters#comment-53906

At first I thought this was just a duplicate of that report, but the files reported are different, so I'm not sure if they are the same problem. In any case, as I wrote in that post I linked to, all these sounds sound like thruster sounds one way or another, and they shouldn't be heard even on a ship if no thruster is online. Ideally these "idle" sounds need an overhaul and any idle sound needs to represent something properly. If there is nothing loud turned on, the idle sound could just be a barely audible sound of electronics and ventilation or just plain nothing :)

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Yeah, this bug may be a slightly different issue being a miscalculation of mass to change from a 'light' ship to a 'heavy' ship, which in turns changes the audio file loop (wether the ship is powered or not).

The two reports MAY be about the exact same thing though.

Also the audio files could be different names based on if you are in 'arcade' or 'realistic' modes. I think some of the looping engine 'arcade' sounds are obtuse... very distracting.

I have other qualms with the audio system, but this specific bug was being a real bother when our base hangar would turn into a giant roaring engine fest just because a bunch of small ships docked and powered down. lol

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I know what you mean. I almost quit playing the game after having to endure that roar in our base for weeks. After discovering the source audio file and deleting it, I have reached inner peace once again. That's how I've been playing ever since... And I really don't think that sound has any purpose in the game, that's no "idle" sound at all, it's a misplaced, unnecessary sound that doesn't represent anything that's actually happening on the grid.

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Hello, Engineer!

The fix for this is in v200

Thank you.

Kind Regards,

Keen Software House: QA Department

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