No sound from certain objects

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archxdiablo
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No sound from certain objects

Post by archxdiablo » January 12th, 2015, 2:23 am

Good evening folks!

So just recently I realized that certain objects are not producing any sound effects. For example, there's no sound when using the toilet, inventing, opening the fridge, etc. First thing I did was fire up a brand new saved game but with all the CC/mods I use, and sounds were working as intended.

Has any of you ever experience this and/or have any suggestions? The only thing that I've noticed out of the ordinary (which happened while at Uni as well) is that every single time I load my save, there are 12 script errors logged which are exactly the same. I don't know if anyone recalls from my last thread where I uploaded a script error, but it is the same Orphan Oneshotfunction correction log. The only reason this error caught my eye is because it keeps popping up every time I load my game for weeks. Actually now that I think about it, I did find a correlation between how many times the error would pop and my personal vehicles vanishing while at Uni. Each time my vehicle disappeared (and I saved) it would add another Orphan Oneshotfunction to the errors that are generated upon loading.

But other than that everything is running perfectly fine at least to what I can see, but the sound issue is bugging me more than I expected. Any help is appreciated, thank you in advance!

archxdiablo
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Post by archxdiablo » January 12th, 2015, 8:33 pm

A little update; it appears to be random as the sound came back later. Are there any known issues that can cause sounds to go bonkers like that?

Oh and regarding the script errors I've been getting for a week every time I load up the game, it's exactly the same one I was getting back at the Uni and never went away:

-- Correction Logs --

Removed Orphan OneShotFunction
Sims3.Gameplay.Core.FailureObject
Sims3.Gameplay.Core.FailureObject
Removed Orphan OneShotFunction
Sims3.Gameplay.Core.FailureObject
Sims3.Gameplay.Core.FailureObject
Removed Orphan OneShotFunction
Sims3.Gameplay.Core.FailureObject
Sims3.Gameplay.Core.FailureObject
Removed Orphan OneShotFunction
Sims3.Gameplay.Core.FailureObject
Sims3.Gameplay.Core.FailureObject

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Chain_Reaction
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Post by Chain_Reaction » January 12th, 2015, 10:12 pm

Having bicycles in town is known to cause sound issues. There's a mod at the asylum that silences them and helps prevent the issue.

As for the script errors, I see nothing abnormal. You apparently have an bc invalid object that it keeps cleaning. :)

archxdiablo
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Post by archxdiablo » January 12th, 2015, 10:55 pm

Oh I think I've heard of that (or those?) mod(s), "Shut the flock up" I believe? I need to take a look at them, thanks for the suggestion!

And thanks for reassuring that those constant correction logs are not to worry about!

archxdiablo
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Post by archxdiablo » January 13th, 2015, 1:28 am

Didn't work :(. It's a little bit consistent though in regards to when it happens. I fire up the game at usually 3AM and by noon some sound effects are gone. I'll try to be as specific as possible.

Sounds that work;
Footsteps, stereos, TV, voices, cars, sinks (only the water flowing, it doesn't produce the sound of opening the sink), weather sound effects.

Sounds that don't work;
DJ booth, inventing, any toilet sounds, mixology bars, any sounds that happen during cooking a meal (from opening the fridge to serving), among a few others that I can't recall.

It's really weird, I also recall it happening (or I believe it is related) when one of my sims was working as a P.I. When you get a new window there's a short soundtrack that plays, and it wasn't playing either. It's quite the little annoying bug and I'll have to keep trying to fix it because extended playtime in that state will positively drive me nuts :P.

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babele44
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Post by babele44 » January 13th, 2015, 3:48 am

Two things:

Failure Object: What vehicle is this? Is it the fixxer-upper car from the Store?

Sound: What is your homweorld and where is your home lot? I have this exact same issue in two EA worlds: Starlight Shores and Lucky Palms and it only happens when my Sims come near a specific area in each respective town. In Starlight Shores it's the area around the beach lot and in Lucky Palms it's the area around the "docks". My suspicion is that it's the amount of buoys in both areas that cause my sound to go haywire and their bell sound is sometimes audible from both Map View and Edit Town, which shouldn't happen.

archxdiablo
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Post by archxdiablo » January 13th, 2015, 3:59 am

So I just came back from another test and trying to imagine what could possibly be causing it, and surely enough @babele44, you are spot on with the reason I came up!

Regarding the failure object, it doesn't really let me know anything about what object it is, but if it helps I do not currently have a fixxer upper car placed anywhere in town.

On to the homeworld, it is a custom world called Beach City. However, what you are describing seems to be EXACTLY what happens. My sim recently moved to an area which is made up of 5 small lots in the docking area, each of them having the little red buoys floating in the water (which isn't part of any lot it's just world deco). Coming anywhere close yields those bell sounds and sure enough, sound effects start going haywire. I am definitely going to try reproducing it in those two worlds as well, but the fact that I could load up my save, switch immediately to another household and play without any issues seem to confirm that this is related to something in the specific area where my sim currently lives. Another reason for my belief that it is indeed those buoys is that if I play on my lot fairly zoomed in, it doesn't happen, but the moment I zoom out and come within range of them (which is pretty easy because all 5 of them are literally sitting behind each lot) it goes nuts again. What an odd thing.

Thank you @babele44! I'll go run some tests on those two worlds and see if I can reproduce it, but the fact that what you've described matches perfectly what's going on in my game right now is very relieving. :)

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Post by archxdiablo » January 13th, 2015, 4:13 am

Confirmed, was able to reproduce it on a brand new save on both worlds immediately. Sucks that you can't delete those buoys. Anyone got any tips on whether I could use s3pe to specifically find the sound and disable it?

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Mandelyn
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Post by Mandelyn » January 13th, 2015, 7:41 am

TFM might be able to make one for those sounds if you ask in the thread over at the asylum.

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babele44
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Post by babele44 » January 13th, 2015, 9:03 am

Ok, so you've got this, too. I'm a bit glad because I posted about this on MTS before and didn't get many responses. The only thing that I was told there is that the buoys themselves are not actual objects but visual effects, so at least it is not an object issuing those sounds, which is a pity because I thought that I could get rid of them with MasterController. So, yes, a STFU mod for the buoy bells would be nice.

And as regards the failure objects, this was just one of my guesses, because this car has the tendency to bug out and then transform into a "Failure Object" that then gets teleported into limbo, i.e. it disappears from the map and ErrorTrap cannot really delete it (at least in one of my games it remained in limbo for several weeks until I flushed it with MasterController). The failure is usually caused by upgrading it via DebugEnabler and not by having your Sims fix it manually.

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