First time poster here.
Must say, love the game so far. But this sound issue is also causing parts of the game to literary dip below 1 fps. Yes, 1 fps.
Here’s the spam when loading bm_c3a2h (first map after exiting the teleporting upwards sequence in Lambda Core):
187.760879 BlockingGetDataPointer: Async I/O Force ambient\atmosphere\city_rumble_loop1.wav ( 0.04 msec / 0.05 msec total )
187.760879 BlockingGetDataPointer: Async I/O Force npc\strider\charging.wav ( 1.78 msec / 1.79 msec total )
187.760879 BlockingGetDataPointer: Async I/O Force bms_scripted\lc\lc-mb_fire.wav ( 0.14 msec / 0.14 msec total )
[...]
187.760879 BlockingGetDataPointer: Async I/O Force music\bms - end credits.ogg ( 17.71 msec / 17.73 msec total )
187.760879 BlockingGetDataPointer: Async I/O Force npc\nihilanth\breath1.wav ( 1.90 msec / 1.91 msec total )
187.760879 BlockingGetDataPointer: Async I/O Force npc\nihilanth\breath2.wav ( 1.89 msec / 1.89 msec total )
(The code was cut down to not exceed the 10k character limit on this forum, in total 87 of these messages popped up).
Now, here the sounds take 0.xx milliseconds to load/play/be cached (I don’t actually know what Source is doing here). However, in some situations (especially in combat heavy situations, like at the beginning of the map with the hanger where you sneak past a bunch of soldiers (I was totally surprised by the drastic gameplay change compared to HL1 or earlier versions of Black Mesa, in a good way, because it’s brilliant)) those sounds will take 40+ milliseconds to do whatever it is they’re doing. With so many sounds taking 40+ ms to load, the game literary freezes until it’s done doing its thing, at which point the fps jumps to 60 again (at which I have it locked). The game doesn’t crash, it just hangs while it completely saturates the CPU with sound work until it’s done doing that, at which point normal operation continues.
The console during lots of action (total 43 messages) :
1228.309563 BlockingGetDataPointer: Async I/O Force physics\concrete\concrete_impact_bullet3.wav ( 0.58 msec / 0.61 msec total )
1228.309563 BlockingGetDataPointer: Async I/O Force npc\alien_slave\vort_bm_alert04.wav ( 15.91 msec / 15.99 msec total )
1233.349376 BlockingGetDataPointer: Async I/O Force weapons\mp5\single_npc.wav ( 26.68 msec / 26.61 msec total )
[...]
1238.545319 BlockingGetDataPointer: Async I/O Force weapons\hivehand\buzz.wav ( 12.21 msec / 12.21 msec total )
1238.820829 BlockingGetDataPointer: Async I/O Force weapons\hivehand\buzz.wav ( 12.25 msec / 12.21 msec total )
Look at the fps counter:
My system’s specs:
Core i7-4870HQ @ 2.5GHz
16GB of DDR3-1600 RAM
GeForece GT 750M with 2GB of GDDR5
Windows 7 Home Premium SP1
(it’s a late 2014 15" Retina MacBook Pro, btw)
So, what is it doing, what’s causing this, and can I do something to fix it, or this this an actual coding thing that I can’t do anything about?