Open Bug 1030456 Opened 10 years ago Updated 2 years ago

Audio stuttering/looping in Unity DT2 demo

Categories

(Core :: Web Audio, defect, P5)

30 Branch
x86
Windows 8
defect

Tracking

()

People

(Reporter: mschifer, Unassigned)

Details

(Whiteboard: [games])

The Unity Dead Trigger 2 demo will develop audio artifacts over time similar to some of the audio looping problems we have had in the past with the Sanctuary demo.

Examples of sounds:
Chicken clucking continues after game ends and user is back at the scenario select screen.
Gun fire sounds start to stack for a period of time. This will come and go.



Have reproduced in both Release Fx03 and current Nightly Fx33.0a1 2014-06-24 both Mac and Windows (more pronounced in Windows)

Can not reproduce in current release of Chrome
Component: Video/Audio → Web Audio
Marc -- What's the easiest way for us to get a copy of the game so we can try to repro?  How long (roughly) does it take for the audio artifacts to start showing up once the game starts?  Thanks.
Flags: needinfo?(mschifer)
The game is a public demo and is available at http://files.unity3d.com/jonas/DT2/
Flags: needinfo?(mschifer)
the artifacts will show up fairly quickly. 
Play the right hand demo, it only lasts 2 mins, deploy the chickens with machine guns (Use the 2 key) 
movement is the ASWX keys, Tab selects weapons, use mouse aim and click to use weapon
Paul, could you check to see if this reproduces any earlier than Firefox 30 and track down a regression window?
Flags: needinfo?(paul.silaghi)
The first nightly this demo is able to start on is 25.0a1 (2013-07-20).
Comparing this nightly with the latest 33.0a1, in both I see the initial menu sound (before choosing the map) is changing after playing the second map and return back to menu [1]. I'm, not sure if this is expected or not. 
Also, the sound gets choppy when shooting. But I would say the latest nightly is more choppy than 25.0a1.
Regarding the chicken sound, I couldn't reproduce on 25.0a1 (2013-07-20), but could reproduce on the latest nightly intermittently. The chicken doesn't cluck all the time during the gameplay, I think you need to catch them clucking right before the game ends, so that you can hear them in the menu then. So, I'm not sure this is the same issue as [1]. Also, couldn't get a range for this.
Flags: needinfo?(paul.silaghi)
This problem appears to be only Windows, it works fine on the Mac.
It would be helpful to have a reduced testcase with the specific audio files and loop points being used.

http://people.mozilla.org/~karlt/audio-loop/ can be used as a starting point, just needing adjustment for the audio file and its sample rate, and adding loopStart/End if not playing the entire buffer.
Marc - any chance we can get a reduced demo per Karl's comment 7?  Thanks!
Flags: needinfo?(mschifer)
Rank: 15
Priority: -- → P1
Pauly - is this still reproducible?  If not we should close this.  I'm guessing we have no contacts with the demo authors or ability to get a reduced testcase; if it repro's and the authors are willing to help isolate this it would greatly speed up resolving it.

Dropping priority for now since it's a 2-year-old report with almost 1 year waiting for more info.
Rank: 15 → 25
Flags: needinfo?(paul.silaghi)
Priority: P1 → P2
Yes, this is still reproducible on FX 47.0.1, Win 7.
Flags: needinfo?(paul.silaghi)
Mass change P2->P3 to align with new Mozilla triage process.
Priority: P2 → P3

Reporter seems to not be interested in this anymore, removing needinfo.

De-prioritizing also. If we can get a smaller test-case, we could up the priority.

Rank: 25 → 45
Flags: needinfo?(mschifer)
Priority: P3 → P5
Severity: normal → S3
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