-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
HTML5 export set to 'Threads' produces "Output buffer has not enough frames! Skipping output frame." #70652
Comments
So, i modified the error code, so i can acess the content of the output. The new code is : this.port.postMessage({ 'error': 'Output buffer has not enough frames! Skipping output frame.', 'data': outputs, 'data[0]': outputs[0], 'data[0][0]': outputs[0][0]}); And boy, its is large. I will post below. |
|
And every single one of thoes is the same. Why? Its just outputing a big full nothing. Well, what is happening? Actualy it is very way bigger. I clicked to expand recursively and think my computer will break. The console already is frozen. Soo, maybe it is a recursion bug somewhere. I sugest someone to modify the debug export template, and investigate the console, as i cant seen to fully colapse the tree without freeze. |
Which web browsers did you test this on? @PeterMarques Please surround large blocks of text with triple backticks like this: ``` This prevents them from taking too much space and also makes sure issue references aren't accidentally created. I edited your comment, but remember to do this next time 🙂 Also, in the future, please use the Edit button (located behind the … icon in the top-right corner of your comments) instead of multi-posting. |
Thanks for the corrections, will abide. I tested on Brave and Modern Edge (Chromium based). I will do some tests on my linux machine as well, on diferent browsers, to see if i get the same results. |
While performing tests on Linux ( a modern Pentium Silver , vs a 4°gen-i5 that is my windows), it does not outputed the error, a priori. So, i re-crafted a load test, one hundred threads with a 1 ms delay, and it indeed started showing the error again. the thing on the Win is that its not Throttled.? OR... Well, thats remind-me of a old devil, the "Interrupt". Thats on what i will point my fingers at. Yes! It is something on that liking, i am mostly sure, because the source of the error is the Audio worklet javascript code, and the error happens even when there is nothing happening, but, godot may be pushing a empty audio buffer all the time (something i already noted on the engine, it shows a AUDIO SIMBOL on the tab, even on a new silent project, like there is audio being reproduced) My bet is that this daemon is running and detecting interrupts. On my old windows pc, much more common them on a newer linux machine, of course, that why the linux only showed the error on the forced 100% cpu. What now? |
I have the same issue running on the latest safari. The |
OS: 20.04 Linux with intel i7 I wanted to re-produce to the small project. See here: Here is the simplest project as possible. I just created html5 then broadcast from the godot's server http. Here is the zip: Godot version: 4.0.3-stable. It affects the performance greatly |
Update: Linux shows error on Chrome and Firefox. I ran Chrome on Mac intel i7 (BAD IDEA since it took forever to load website), it still shows no error. I don't have windows with me right now. Sounds like this issue is for Linux only at this moment (until we verify with windows). I guess the poor "workaround" is to use Mac or windows (STILL UNVERIFIED) to avoid this issue. |
I tested it on Windows 11 Home (Version 22H2 Build 22621.2271) on an AMD Ryzen 7 3700U. The browsers I tested this on were: The error appears on all three browsers, the time between starting the page and the appearance of the error seems to vary depending on the browser. On Chrome it's usually shorter, on Edge it took a couple of minutes. |
Funny, I just googled about this error |
Having the same issue with v4.1.1 and am therefore unable to export my game. So far I tried the following without success:
|
The invalid mix rate error appears every time you run a project on the web platform (unless you use the The Mix Rate is set to 0 on the web platform to let the browser choose, so a mix rate of 0 is valid on the web platform: godot/doc/classes/ProjectSettings.xml Line 377 in e5bacbc
|
Still getting the exact same error on |
I think I'm seeing a similar problem with godot 4.2.1-stable as well, though it's a little inconsistent. What is this "Threads" export exactly? I don't see this option anywhere on the HTML5 export page. |
Threads are always enabled when exporting for the web in 4.2. In 4.3.dev5, you can choose to export with threads disabled in the export preset options. |
Thank you for the explanation :) I'll give 4.3.dev5 a try later this afternoon. |
Threads on the web is a feature that cannot be lost/sacrificed. Apple is a big culprit in all this, but striving for perfomance and compability is the go to. But thats never a realistic goal. Web/PWA is the ONLY platform relevant to me, and it is aways the most problematic. There should be some taskforce focusing more on that, its the only gate that free us from their domain. They know that and google atleast embrance, but apple still fights against it. Buts WASM/WebGPU/PWA is the ultimate stack, and Godot needs to make it performant, and wildly available. Thats what i believe will really empower us. The web is and will aways be the frontier, so lets focus more on that. |
Godot version
3.5.1 stable and 4.0 beta10
System information
W10
Issue description
Something is not working on the threads. Its very chaotic, and i see this error throw on other issues here on the github .
It affects audio perfomance, and it its the source of the error, but its not caused by that, and in personal projects it is causing some weird behaviour, like, i need to call twice, and only the second call i have the full code running, like the execution is being suspended because of the errors.
Thanks for any help.
Steps to reproduce
Create a simple node.
Set HTML5 export to 'Threads'
Run on HTML5 and click the screen to start context.
Wait a little.
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: