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Description
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Description
When very many people are shooting automatic weapons at the same time, we currently sometimes run out of space in the pool for sound allocations. This seems to occur because we don't correctly specify the sound channel for gunfire.
I suspect this bug may also be responsible for the sporadic reports of some specific sound in the map not playing out, where we couldn't figure out a way to reproduce the issue.
To Reproduce
Make a server full of bots, and have them engage in a big gunfight simultaneously:
developer 2; // needed to see the error debug output
neo_bot_quota 32;
map ntre_oilstain_ctg;
Join spectator yourself, and observe the bots while keeping an eye on the console output.
Expected behavior
No errors are printed in the console regarding sound pool starvation.
Actual behavior
Console prints errors:
Could not AllocSound() for InsertSound() (Game DLL)
Free Sound List is full!
Operating System
- Windows
- Linux
Version/Distro
11
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