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[BUG-234835] Can hear Collisions "play" on RC channels #11683

Open sl-service-account opened 9 months ago

sl-service-account commented 9 months ago

What just happened?

Attend at RC Channel

Debug Setting EnableCollisionSounds FALSE

Rez Prim

Walk into Prim

"Hear" the sound of the collision play 

What were you doing when it happened?

Colliding with prims

What were you expecting to happen instead?

Not to hear collisions

Other information

Does not occur on Main Channel

Links

Duplicates

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-234835 | | Summary | Can hear Collisions "play" on RC channels | | Type | Bug | | Priority | Unset | | Status | Accepted | | Resolution | Triaged | | Reporter | Willow Wilder (willow.wilder) | | Created at | 2023-12-13T20:24:25Z | | Updated at | 2024-01-07T01:44:55Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-12-13T15:36:41.134-0600', "Is there anything you'd like to add?": '.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Simulator', 'Target Viewer Version': 'viewer-development', 'What just happened?': '.', 'What were you doing when it happened?': '.', 'What were you expecting to happen instead?': '.', 'Where': 'http://maps.secondlife.com/secondlife/BlueSteel%20Sandbox%201/36/171/34', } ```
sl-service-account commented 9 months ago

winter.ventura commented at 2023-12-13T21:36:41Z, updated at 2023-12-13T21:53:53Z

I think the issue is that when colliding with prims, avatars are currently making the more basketball-like "physical prim hitting the ground" sound, instead of their usual, less crisp 'thump' sound.

Definitely noticed this on Second Life RC Magnum 2023-12-06.7120498618

Specifically, avatar collisions with objects seem to be triggering sound

sl-service-account commented 9 months ago

Maestro Linden commented at 2023-12-13T22:07:57Z, updated at 2023-12-13T22:15:21Z

I'm also seeing the change in agent collision sounds - I suspect this is the source of the sound that's playing, rather than the static box per se. It might be that the viewer's EnableCollisionSounds setting is just disabling the agent's default collision sounds from playing back.

Repro:

  1. Rez box and scale it to platform
  2. Hover agent >5m or so above platform, then press F to stop flying
  3. Listen to sound when agent collides with platform
sl-service-account commented 9 months ago

Maestro Linden commented at 2023-12-13T23:20:43Z

Another fun finding (which I'm writing in a separate jira):

Of the 3 possible ways to disable collision sounds, which are...

  1. empty string sound, full volume: llCollisionSound("", 1.0)
  2. empty string sound, zero volume: llCollisionSound("", 0.0)
  3. non-empty sound, zero volume: llCollisionSound("900bdb8a-a208-1c9b-c08e-c67016bf3069", 1.0)

    All 3 methods are effective in disabling collision sounds of a physical object when that object collides with terrain. However, only the last method suppresses collision sound when colliding with a default static object - the other two cause default collision sounds to play.

sl-service-account commented 9 months ago

Beq Janus commented at 2023-12-14T15:16:24Z

Is there any chance that the RC will be rolled back? We are being inundated with complaints to our support team.

sl-service-account commented 9 months ago

Maestro Linden commented at 2023-12-15T18:52:31Z

[~beq.janus] yes, we're planning to roll the RC channels back to the same version as SLS during the regular rolls next Wednesday. We plan to keep it that way for the holidays.

sl-service-account commented 9 months ago

Maestro Linden commented at 2023-12-15T19:51:25Z, updated at 2023-12-15T23:05:17Z

I've filed a 4th issue after a resident pointed out that collision sounds don't change when a custom PRIM_MATERIAL (e.g. "Glass") is set on a prim. In summary, that brings the known issues to:

  1. Collision sounds when an avatar collides against static objects (such as the floor) have changed, to be instead similar to a default wooden box
  2. Setting EnableCollisionSounds = FALSE in the viewer does not disable an avatar's collision sounds
  3. Disabling sounds in objects via llCollisionSound() can fail
    • These 2 methods fail to disable collision sounds for object-on-object collisions (but still succeed for object-on-terrain collisions):
      • empty string sound, full volume: llCollisionSound("", 1.0)
      • empty string sound, zero volume: llCollisionSound("", 0.0)
    • This method successfully disables collision sounds in all collision cases:
      • non-empty sound, zero volume: llCollisionSound("900bdb8a-a208-1c9b-c08e-c67016bf3069", 1.0)
    • This issue would affect most vehicles driving on prim roads, since an empty string collision sound is typically used.
  4. Object collision sounds do not update when PRIM_MATERIAL is changed

    Our plans for next week are to move the RC channels back onto the build with SLS, as we won't have fixes for these collision sound bugs ready in time for the holidays. We do plan to keep the Second Life Preflight channel on 2023-12-06.7120498618, in case folks want to explore the new features (or identify any other issues). I recommend visiting the 'Rumpus Room' regions for any testing on this version.

sl-service-account commented 8 months ago

Anastasia Horngold commented at 2024-01-06T17:58:27Z

Hello. It seems the rollback didn't work, since in Firestorm support we are again getting many reports of this.

sl-service-account commented 8 months ago

Lucia Nightfire commented at 2024-01-07T01:44:56Z

An FYI, Magnum channels went back(forward) to 2023-12-06.7120498618 again on Wednesday.