We’ve got an issue that appears to be caused when a reverb is applied to an event containing a spawning sound definition.
The sound definition spawns sounds that overlap to create the impression of a seamless single sound, i.e. it plays segments that crossfade with each other seamlessly. The maximum number of sounds that are spawned is two. For reference, each of the sounds is about 275ms long, and the reverb decay time is 5 seconds. Spawn time is 250ms.
When reverb is turned on while these sounds are active, the result is an output that gets increasingly loud, then clips and distorts, overloading the DSP network (100% + usage according to the Profiler). It’s behaving like it’s in a positive feedback loop.
It seems to be only sounds of this type that cause this behaviour. Other looping and oneshot sounds are fine and result in much, much lower DSP network activity.
- PeteWard asked 8 years ago
It no longer happens in Designer 4.19.09. I have been unable to test in our game because of various entirely uninteresting and unrelated technical issues… but will post later to confirm if it does work.
Any idea what the issue could have been?
Update: the length of time it takes for the CPU/DSP to go into lunatic overdrive mode seems to depend on the length of the segments of wav in the spawning sound definition. Or the spawn time. I have a sound with a spawn time of about 1000ms, and if I place it in the game world with an active reverb, it slowly but surely gets louder and louder and starts to distort.
It’s been going for about 5 minutes now, and it’s reached about 90% on the DSP meter…
…and… the Designer has now crashed.
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