Sound Physics Legacy

Sound Physics Legacy

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Log Errors whenever sound is played [1.12.2]

DarianLStephens opened this issue ยท 20 comments

commented

Whenever a sound plays, be that footsteps, lava pops, mob sounds, or menu clicks, this message will appear in the log:
[10:17:02] [Thread-7/ERROR] [minecraft/SoundManager]: Error in class 'SourceLWJGL OpenAL'
[10:17:02] [Thread-7/ERROR] [minecraft/SoundManager]: Invalid enumerated parameter value.

Everything ingame appears to be functional, but the sheer amount of things added to the log makes it difficult to look for actually important things, and makes the filesize much bigger than it needs to be.

commented

I can't seem to be able to reproduce this but i've seen it happen before. Could you try this version ? It should have more logging so i can see what is producing the errors.

commented

This is the message I get now:
https://pastebin.com/w3V6hgES
Hopefully it can help somehow.

commented

Mh it doesn't seem related to Sound Physics ? Do you have other mods installed ? Could you try this version, it should have even more logging.

commented

Could i get the complete log ?

commented

Literally the whole thing, from loading the game to closing?

commented

Just like from when you started the world to when you quit it

commented

It happens on the main menu, too; the last few logs have just been me opening the game, clicking a button, and closing it.

commented

Then just the whole log

commented

MultiMC automatically uploaded this log: https://paste.ee/p/VaANW

commented

I can't reproduce the error on my side, try this version, it should have a bit more error checking in openal. I really don't know what is the problem though. I know that something makes an openal call without error checking and when the sound system checks for errors after changing the pitch it finds the old error that wasn't checked. At least that's what i think is happening.
EDIT: I can actually reproduce the first error
EDIT2: I actually think i found the issue, i'm making a fix right now

commented

This version should have the fix and shouldn't error out anymore. I added a patch that removes the Midnight's reverb stuff because it was redundant with Sound Physics's functionality and was causing some errors.

commented

Does that mean The Midnight adds reverb? Is that global throughout the dimension, or just underground?
If it's through the whole dimension, I'm not certain Sound Physics alone will do the same job.
Could Sound Physics be made to replicate that, though?

commented

The Midnight adds reverb to the whole dimension, but i'd be pretty tedious to add back the exact feature that it added into Sound Physics which is why i opted not to do it. If you still want the reverb, you can disable the patch in the Sound Physics's mod config, but the errors will come back.

commented

Would it be possible to just make everything be super-reverb-y? That would at least simulate it.
The dimension does lose a little something when there's no echo.

commented

This is the error now, though it doesn't look like it's giving much more info, unfortunately:
https://pastebin.com/21HnN3Ax
The sound listed can be any sound in the game, depending on what just played, so I don't think it's related to that at all.

I'm certain it's a conflict with another mod. If I disable Sound Physics, I never see that error, so it's something another mod is doing that is troublesome with Sound Physics in play.
I can try to figure out which one it is by going through each mod; maybe that will help as well.
EDIT: Double-confirmed it's a mod interaction; no errors if I disable everything but Sound Physics.

commented

Looks like it's an interaction between Sound Physics and The Midnight.
I'm not sure what's going on, but I only get the error when that's enabled, and I also get the error with just The Midnight and Sound Physics enabled.

commented

I understand what you mean but the problem is that there is a 4 effect limit on openal soft and the 4 are already being used for the different reverbs of Sound Physics. So i can't just add another reverb just for The Midnight dimension otherwise this wouldn't have been a problem in the first place. It would require quite a bit more work to make something similar and it wouldn't even sound the same.

commented

Oh, I don't mean an entirely new effect, I mean trick the sound system in to thinking everything's got massive reverb while in the dimension, so Sound Physics does its thing with that. Essentially make Sound Physics act as though it's a big cave even when out in the open.
It wouldn't be the same, but it would be similar.

If you can't do this, then that's fair, I'll get used to it, but it'd be nicer than simply turning it off entirely.

commented

I could modify the send gains for the reverb effects to not have a minimum of 0 so that there it would always have a bit of reverb but it would kind of break Sound Physics. I won't push it to master but here's a version that has always some reverb in the midnight dimension.

commented

I'm not entirely sure what you mean about it breaking Sound Physics, because it seems to work roughly how The Midnight intends.
It might not allow for proper Sound Physics-y effects, but it does restore The Midnight's own ambiance.
If feasible, maybe it could be an off-by-default option for further Midnight compatibility, with the caveat that it's at the cost of the full Sound Physics experience in the dimension?