Time Nick Message 00:04 fluxionary got yet another weird bug on the your-land server. every so often (perhaps a couple times a day) a seemingly random mob sound will play simultaneously to every player on the server. i've finally tracked down the source of it - it's this code in mobs_redo https://codeberg.org/tenplus1/mobs_redo/src/commit/d4a25064eaab8158dc305c9a682d55d9a8f0d360/api.lua#L216-L221. notably, the object isn't fully there - `get_pos()` returns `nil`. however, when 00:04 fluxionary trying to replicate this locally by either `:remove()`-ing the object, or causing it to unload, no sound is played. anyone got any ideas? i suspect the underlying bug is also responsible for `get_objects_in_area` sometimes returning objects which have no position either. 00:07 MTDiscord Minetest randomly failing to play positional sounds positionally has been a well known phenomenon for a while now, though this is the first time I've heard about there being a likely known cause; it's always been sort of a "cosmic ray" kind of thing whenever it's been reported to me. 00:07 MTDiscord I couldn't swear for certain that there's always supposed to be an object associated with the sound though; in some cases I was pretty sure it was just given a world pos and not attached to anything that needs to be loaded. 00:07 fluxionary for the longest time i just assumed it was the ambiance mod doing something weird, but when i went in to try to figure out how to add new sounds to the behavior, i couldn't find the source 00:08 MTDiscord I've only ever heard of it happening in the context of games where there can be hundreds of sounds going on, so it's really hard to tell who's the culprit. I've at least verified that no sounds are played without the correct parameters. 00:08 fluxionary you're correct, not every sound is associated with an object. this is happening specifically for sounds associated with "partially invalid" objects 00:10 MTDiscord My observations have been with NodeCore, where entities emit sounds very rarely ... but it could actually be a problem with player attached sounds. Of course in my case the players aren't being destroyed or anything (the players in question weren't logging out or anything) but it COULD be due to players leaving the active range of another player. 00:11 rubenwardy are you using Minetest 5.8.0+? 00:11 MTDiscord I haven't noticed or heard any reports of this that are known to be in 5.8.0+ 00:11 MTDiscord My sound problems with 5.8.0+ are entirely different (sounds stuttering/breaking) 00:12 fluxionary rubenwardy: server is 5.7 00:12 rubenwardy I ask because the sound system was rewritten for 5.8+ 00:12 MTDiscord It woudl be the client that matters 00:13 fluxionary alright, i'll wait until the 5.8 update, though that could be months, i've got no control over that 00:13 MTDiscord Would my sound breaking issue be caused by having to short of a read-ahead buffer for playing the audio, since sound is now streamed from disk? It could just be the filesystem taking too long to respond ... is there a way to tune that? 00:13 MTDiscord 5.8 comes out in like -2 months or so. 00:13 MTDiscord If you wait, you can catch the release date, but you'll have to wait in a time machine to get back there. 00:14 MTDiscord er, was it -3 months maybe? I forget ... we pushed it through for the jam, right? 00:14 fluxionary Warr1024, i mean i'll wait until the your-land server updates to 5.8 00:15 MTDiscord why? 00:15 rubenwardy Yeah, 5.8 was released in December, almost 3 months 00:23 MTDiscord Hmm, apparently, it's not possible to specify a negative seek value for sounds; if you pass a negative number, it wraps around to the end of the sound (which is probably generally less useful) instead of prepending virtual silence and starting the sound delayed.