Extreme lag with Effective 💦
SleepyTonia opened this issue · 3 comments
This only happens when sound-physics is activated and a waterfall is nearby. I assume this has something to do with how it creates the waterfall sounds.
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [ENVIRONMENT] : Final environment settings: 0.004030657690723455, 0.00273134912725659, 0.0, 0.0
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS]: Total calculation time for sound ambience.waterfall: 8.013657 milliseconds
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS]: On play sound... Source ID: 129 -60.0, 62.0, -631.0 Sound category: AMBIENT Sound name: ambience.waterfall
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS]: Player pos: -71.13696826802429, 72.47597466339752, -618.6548864817773 Sound Pos: -60.0, 62.0, -631.0 To player vector: -0.5667246848323526, 0.5330888349993388, 0.628203331414852
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [OCCLUSION] : block.minecraft.water -60.011136968268026, 62.0104759746634, -630.9876548864818
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [OCCLUSION] : New trace position: -60.011136968268026, 62.0104759746634, -630.9876548864818
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [OCCLUSION] : block.minecraft.water -60.90213575205971, 62.848592817549545, -630.0
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [OCCLUSION] : New trace position: -60.90213575205971, 62.848592817549545, -630.0
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [OCCLUSION] : direct cutoff: 0.2679470350344659 direct gain:0.876606921792691
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS]: Evaluating direction from 44.0 entries...
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [ENVIRONMENT] : Bounce reflectivity 0: 0.4195703124999998 bounce reflectivity 1: 0.36121093749999994 bounce reflectivity 2: 0.3351953124999999 bounce reflectivity 3: 0.3241406249999999
[16:45:00] [Sound engine/INFO]: [STDOUT]: [SOUND PHYSICS] [ENVIRONMENT] : Final environment settings: 0.004030657690723456, 0.0027313491272565904, 0.0, 0.0
I'll spare you the wall of spam, but basically there's just a metric ton of this as soon as I approach a waterfall. I go from 250-300 logged lines per second to almost 2000 logged lines per second to give you an idea 😅
Here's the full log file
This appears to be a "problem" with Effective, instead of using one sound of a rushing waterfall and looping it like vanilla does for rain, Effective apparently spams splash sounds to give the effect of a roaring waterfall. Due to the feature of SoundPhysics processing each sound individually, this creates a lot of work for the mod and by extension your computer.