[Incompatibility???] Sounds Mod
Fyoncle opened this issue ยท 15 comments
Bug description
IMB11/Sounds#68
IMB11/Sounds#77
Please read this two github issues for more information.
When either your mod or Make Bubbles pop removed, this error completely gets fixed for some reason. To reproduce you need BOTH Make Bubbles Pop and Sound Physics remastered installed alongside Sounds
Minecraft version
1.20.1
Mod version
1.4.5
Mod loader and version
0.15.11
Steps to reproduce
Stated above in the github issues.
Expected behavior
To not lag.
Log files
Given in the github issues above.
Videos
Also on the github issues above.
This sounds like an issue with the other mod, as the issue does not happening with an older version of that mod.
Are you referring to Make Bubbles Pop or Sounds?
Edit: A recent Sounds update seems to be the underlying issue, see: IMB11/Sounds#68 (comment)
This sounds like an issue with the other mod, as the issue does not happening with an older version of that mod.
Are you referring to Make Bubbles Pop or Sounds?
Probably Make Bubbles Pop since Sounds doesn't cause issues standalone without using your mod.
This sounds like an issue with the other mod, as the issue does not happening with an older version of that mod.
This sounds like an issue with the other mod, as the issue does not happening with an older version of that mod.
Oh okay.
So it seems, even if Sounds is not directly causing an issue, it's simply expediting an already existing issue within SPR
This sounds like an issue with the other mod, as the issue does not happening with an older version of that mod.
@henkelmax It would still help me to understand where this issue is coming from, Sounds doesn't actually touch anything related to the underlying sound system, yet Sound Physics Remastered cannot handle many sounds being played at once when Sounds is installed.
Sounds does load ~30-40 custom sounds via a resource pack (sounds.json) - maybe thats the issue? I have the foggiest clue honestly.
Probably best way to find out is to try different methods of applying sounds and see if its fixes with the 2 mods installed together
Sounds does load ~30-40 custom sounds via a resource pack (sounds.json) - maybe thats the issue? I have the foggiest clue honestly.
I've looked into everything, and it seems that Sound Physics Remastered just... sucks in performance when Sounds is installed for no reason at all.
I'm going to spend more time tomorrow seeing if it may be the fact that SPR can't handle many sounds being loaded into memory via resource packs, rather than played at the same time.
For any events that are played alot (item movement/scrolling etc.) there is a cooldown system which ensures that events within a short timeframe (100-350ms) are merged into one playSound call.
Having a lot of sounds played is a general issue. SPR does very heavy processing on sounds, so thats expected. You can tweak the performance settings, but thats always at the cost of quality.
This issue should definitely be reopened though, as clearly it's not something on my part (that I can see, I've looked into literally everything, every possibility of where this might be occuring.)
The only pain point I can think of is if SPR excessively retrieves block sound groups, which vanilla already does quite a bit, I could mess about with the caching system I have in place to see if it causes any improvements, but I highly doubt it
I've looked into everything, and it seems that Sound Physics Remastered just... sucks in performance when Sounds is installed for no reason at all.
I'm going to spend more time tomorrow seeing if it may be the fact that SPR can't handle many sounds being loaded into memory via resource packs, rather than played at the same time.
SPR does not do anything when no sounds are played. It gets only triggered when a sound actually plays. A lot of sounds being loaded in memory would not affect the mod at all.