odd buzzing sound at run time [SOLVED]

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oringe
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odd buzzing sound at run time [SOLVED]

Post by oringe »

When I run my Irrlicht program, I hear this weird buzzing sound. It changes pitch and frequency along with changes in my program's state. It's not loud, but very annoying.
I heard it before I implemented irrKlang, and ignored it hoping it would go away once I implemented sound in my game. But it is still there : (
Anyone experience the same? Any ideas how to get rid of it?
Last edited by oringe on Tue Dec 11, 2012 2:01 am, edited 1 time in total.
serengeor
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Re: odd buzzing sound at run time

Post by serengeor »

It's because of high framerate in your application (Probably v-sync is off, and you're not limiting it).
I don't know if it's the gpu that's causing it or not, but I'm sure it's because of high framerate :)
Just run any other application that has high framerate and you'll see.
Working on game: Marrbles (Currently stopped).
hybrid
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Re: odd buzzing sound at run time

Post by hybrid »

Yeah, it's the power supply/regulator of the GPU (or transitively from the CPU/board, where ever the worst components are used). This will remedy once your app has more to do on each frame.
oringe
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Re: odd buzzing sound at run time

Post by oringe »

That sounds right. I'm getting around 2K fps at the start of my scene, and I'm doing nothing to limit it.
Turning on vsync cleared that right up :D

What would be the best way to limit my fps? -see these threads ->

http://irrlicht.sourceforge.net/forum/v ... hp?t=44209
http://gamedev.stackexchange.com/questi ... cht-engine
Mel
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Re: odd buzzing sound at run time [SOLVED]

Post by Mel »

maybe it would be a good idea that the engine had a method so you could define a desired framerate?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Abraxas)
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Re: odd buzzing sound at run time [SOLVED]

Post by Abraxas) »

yup, just loop device->run() if a timer is less than your framerate timer. reset on drawing a frame of course.
jaworekplay
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Re: odd buzzing sound at run time [SOLVED]

Post by jaworekplay »

I'm glad to gear that it was frame rate. I was starting to worry. Thanks for the info. :mrgreen:
serengeor
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Re: odd buzzing sound at run time [SOLVED]

Post by serengeor »

Mel wrote:maybe it would be a good idea that the engine had a method so you could define a desired framerate?
There are quite a few different ways to do it (I think, read some article about this ages ago), so it's probably best to leave it up to the user :roll:
Working on game: Marrbles (Currently stopped).
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