Topic: [3.85] Loud audio popping when skinning and butchering  (Read 482 times)


dangerousbrick

« on: December 06, 2024, 05:19:17 AM »
There's a very loud popping/crackling sound when the sound for skinning or butchering begins to play. It crackles every time the audio starts to loop. Just to be sure it's not my PC, I tested the same save file on the previous version of the game, and it was totally fine. So, this leads me to believe there's something fishy going on in 3.85
« Last Edit: December 06, 2024, 05:30:29 AM by dangerousbrick »

Plotinus

« Reply #1 on: December 06, 2024, 08:26:12 AM »
What operating system does your computer have?

dangerousbrick

« Reply #2 on: December 06, 2024, 05:06:32 PM »
What operating system does your computer have?

I'm running Windows 10. It seems like even when I play this audio file through Foobar2000 it pops... No clue what's going on, because as I said, it works just fine on 3.84. I didn't update any audio drivers or anything of the sort recently... :-\
« Last Edit: December 06, 2024, 05:43:55 PM by dangerousbrick »

dangerousbrick

« Reply #3 on: December 06, 2024, 05:13:13 PM »
I re-installed the game and tested it on a different PC running Windows 11, same story.

JP_Finn

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« Reply #4 on: December 06, 2024, 06:20:41 PM »
The audiofile (fleshwork.wav) in 3.85 is the exact same as it is in 3.841 (1,374,240 bytes, dated March 22, 2024)
I don't see any changes in the SDL2 files either, or no mention of anything audio in the news.txt

Can you try to copy the 3.841 fleshwork.wav to overwrite the file included in 3.85 Stable?

dangerousbrick

« Reply #5 on: December 06, 2024, 07:03:20 PM »
The audiofile (fleshwork.wav) in 3.85 is the exact same as it is in 3.841 (1,374,240 bytes, dated March 22, 2024)
I don't see any changes in the SDL2 files either, or no mention of anything audio in the news.txt

Can you try to copy the 3.841 fleshwork.wav to overwrite the file included in 3.85 Stable?

Yep, I did and it seemingly helped with the skinning sound, but not when I butcher! I compared both files in Audacity and found the culprit: the first millisecond IS the loud pop. But both the old and the new audio file have it, they are indeed identical. Which makes it all more confusing???

dangerousbrick

« Reply #6 on: December 06, 2024, 07:15:31 PM »
For now I fixed the issue by cutting out that little part in the beginning of both fleshwork.wav and fleshwork.ogg. But there's definitely something going on from the game's side if the file was unchanged for so long, yet this tiny chunk became audible only after the new update. Perhaps the game had some sort of fade-in when playing audio files? Truly the weirdest bug I've encountered yet O_o

JP_Finn

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« Reply #7 on: December 06, 2024, 07:19:20 PM »
That's something @Sami needs to check. How the audio called is for butchering vs tanning or whatnot. Without change(s) in SDL2 either.

Butchering has been pausable somewhat longer than pausable tanning/hideworking, not sure if there's anything to that (especially as pausable tanning was introduced in 3.83)

Two separate Windows machines, different O/S versions. Are the computers same make/model? i.e. are the audio chips on-board/dedicated soundcards identical? (if anyone even uses, or makes dedicated soundcards anymore)

 

anything