Closed egeesin closed 2 years ago
As they already said: https://github.com/vlad2305m/Sound-Physics-Fabric/issues/39#issuecomment-995251526
It is an issue by the mod spamming the sound. There is nothing that can be done on the sound physics side, except completely blacklisting the sound.
Bug description It seems there's a performance issue with Effective and SPR. As far as I observed, there's falling water layer under the sea causes hundreds of calculations made by SPR and creates lag spikes with small periods if the waterfall sound source is in the simulation distance. But if waterfall itself exposed to air as intended, it doesn't lag.
In the upstream repository there's also similar issue. I tested same seed and location with SP v0.5.4 (vlad2305m) enabled and the graph is identical. There's a comparison in the screenshots section.
Steps to reproduce the issue
-3928481868936690376
/tp 251.8 66 -107
Expected behavior Calculating (or not calculating) waterfall sounds without causing lag spikes in the generated environments like mentioned above.
Log files Summary:
latest.log
Versions
Other mods
Extra Temporary workarounds are adding "waterfall" to the regex blacklist like this:
.*(rain|waterfall).*
, muting ambient sounds completely in the vanilla settings or disabling SPR.Screenshots (Optional)
![2022-01-21_01 23 26](https://user-images.githubusercontent.com/8004972/150431824-7366d343-86ca-4237-b8f1-24966842d561.png)
Related https://github.com/Ladysnake/Effective/issues/10 https://github.com/vlad2305m/Sound-Physics-Fabric/issues/39