Sound cues stop when triggering multichannel clip
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I have a storm scene which includes three looping sounds and triggers for thunder claps which are split to 6 channels. Intermittently, triggering a 6 channel sound will cause the looping sounds to stop. I have set up the sound to go to a Behringer UMC 1820 so have 10 outputs. Does something fall over if the combined dB exceeds some level or am I running too many concurrent sounds?
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hi,
Tricky to troubleshoot without more details. Could you share your Isadora version, system specs, the audio file format (WAV/MP3/etc.), and ideally the show file or a simplified version of it? That’ll help to better understand what might be going on.Cheers!
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@oedipus said:
am I running too many concurrent sounds
How many Sound Player actors are you actually running at once? More than 16? If you look at the help text for the 'sampler chan' input of the Sound Player actor it says:
"The sampler channel on which the sound will be played. Isadora has sixteen audio sampler channels, numbered from 1 to 16. Set this value to 0 to play the sound on any sampler channel that is not busy playing another sound. If you attempt to play a sound on a sampler channel that is busy playing another sound, the current sound will be stopped before the new sound begins to play. If you play two sounds on two different sampler channels, then both can be heard at the same time."
(If you left the 'sampler chan' input on all the Sound Player actors at the default, '0', then you can ignore this paragraph.) If you specifically set the 'sampler chan' input on any two Sound Players to the same number, you could be running into the issue in the second underlined sentence above. For example, if you had a Sound Player for a looping sounds set to 'sampler chan' = '2' running, then triggered a Sound Player for the thunder that is also set to 'sampler chan' = '2', the looping Sound Player would stop.
If you have any looping sounds that don't need complex audio routing you could also save them as .mp3 files and play them using Movie Player actors to avoid hitting the sound sample channel limit.
Alternatively, if you are hitting the sampler channel limit but need full multichannel audio routing capabilities, you could copy the Isadora application, run two versions of it, and use a Net Broadcaster actor on in Patch A (Isadora application #1) to trigger sounds via Listener actors connected to Sound Player actors in the Patch B (Isadora application #2). I'm not sure whether that would work, but it's simple enough to try.
Another option might be to run your looping sounds combined for a long time while using OBS to record your computer's audio output (or record a video with computer audio then convert the video file to an audio file), then use that longer loop of combined sounds in Isadora played through a single Sound Player actor to reduce the number of sampler channels you're using simultaneously.
Obviously I don't know enough about your use case to say which idea would be the best to try first, or if you even need to try any of them, but I just wanted to point out that there might be some possible solutions if the issue you're hitting is maxing out the sampler channels.