ProffieOS v6.3 BETA testing

2 button ColorZoom was missing the Zoom sound, I submitted fix. Thanks.

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One button zoom sound is working in all color changing options

2 Likes

One thing I’ve noticed (which is difficult to describe) is general sluggishness to load effects and sounds. Overall everything works well and is more responsive than 5.9, but some of the more involved effects have had a bit of lag to them from time to time. I know that a lot of factors could contribute to this, so I’m not really sure how to troubleshoot or isolate the issue. The most consistent example I have is the multi-blast effect in the Edit Mode sample styles from fett263. If I do the blast effect multiple times (usually quickly as well) some of the animations can occasionally lag a bit (run slightly slowly and/or delayed). Also, the blast sound itself will sporadically not play but the animation will still run. This is across multiple sound fonts. For reference, I’m using a G.Skill SD card that I freshly formatted and reloaded my fonts to see if that might help. I recognize that this is somewhat nitpicky, I was just wondering if others are experiencing some of these issues and if there’s a process I might use to isolate what might be going on.

Do an sdtest to check your SD card speed. Slow SD card can cause laggy effects.

Is sdtest a Windows feature?

If you have the space for it, try turning on optimization in arduino → tools → optimization.
Do you see anything helpful in the serial monitor when this happens?

Serial Monitor

All I’m getting is

“Whut? :sdtest”

Remove DISABLE_DIAGNOSTIC_COMMANDS define from your config.

Will do. Here’s an example where the last short click should have triggered a blst.wav. It did the effect but no sound.

18:36:41.073 → EVENT: Power-Pressed#1 millis=976143
18:36:41.073 → EVENT: Power-Pressed millis=976143
18:36:41.162 → EVENT: Power-Released#1 millis=976271
18:36:41.162 → EVENT: Power-Released millis=976272
18:36:41.162 → EVENT: Power-Shortclick#1 millis=976272
18:36:41.162 → EVENT: Power-Shortclick millis=976272
18:36:41.370 → EVENT: Power-SavedShortclick#1 millis=976444
18:36:41.370 → Ignition.
18:36:41.370 → unit = 1 vol = 0.00, Playing 01_ANH_Graflex/hum.wav
18:36:41.370 → channels: 1 rate: 44100 bits: 16
18:36:41.370 → unit = 2 vol = 0.50, Playing 01_ANH_Graflex/out/out01.wav
18:36:41.370 → channels: 1 rate: 44100 bits: 16
18:36:41.370 → humstart: 100
18:36:41.370 → unit = 3 vol = 0.00, Playing 01_ANH_Graflex/swingl/swingl02.wav
18:36:41.410 → channels: 1 rate: 44100 bits: 16
18:36:41.410 → unit = 4 vol = 0.00, Playing 01_ANH_Graflex/swingh/swingh02.wav
18:36:41.410 → channels: 1 rate: 44100 bits: 16
18:36:42.358 → EVENT: Power-Pressed#1 ON millis=977468
18:36:42.358 → EVENT: Power-Pressed ON millis=977468
18:36:42.515 → EVENT: Power-Released#1 ON millis=977611
18:36:42.515 → EVENT: Power-Released ON millis=977611
18:36:42.515 → EVENT: Power-Shortclick#1 ON millis=977611
18:36:42.515 → EVENT: Power-Shortclick ON millis=977611
18:36:42.680 → EVENT: Power-SavedShortclick#1 ON millis=977775
18:36:42.680 → unit = 5 vol = 0.50, Playing 01_ANH_Graflex/blst/blst08.wav
18:36:42.680 → channels: 1 rate: 44100 bits: 16
18:36:42.802 → EVENT: Power-Pressed#1 ON millis=977885
18:36:42.802 → EVENT: Power-Pressed ON millis=977885
18:36:42.926 → EVENT: Power-Released#1 ON millis=978001
18:36:42.926 → EVENT: Power-Released ON millis=978001
18:36:42.926 → EVENT: Power-Shortclick#1 ON millis=978001
18:36:42.926 → EVENT: Power-Shortclick ON millis=978001
18:36:43.093 → EVENT: Power-SavedShortclick#1 ON millis=978204
18:36:43.093 → unit = 2 vol = 0.50, Playing 01_ANH_Graflex/blst/blst04.wav
18:36:43.128 → channels: 1 rate: 44100 bits: 16
18:36:43.216 → EVENT: Power-Pressed#1 ON millis=978326
18:36:43.216 → EVENT: Power-Pressed ON millis=978326
18:36:43.352 → EVENT: Power-Released#1 ON millis=978448
18:36:43.352 → EVENT: Power-Released ON millis=978448
18:36:43.352 → EVENT: Power-Shortclick#1 ON millis=978448
18:36:43.352 → EVENT: Power-Shortclick ON millis=978448
18:36:43.551 → EVENT: Power-SavedShortclick#1 ON millis=978638
18:36:43.551 → unit = 6 vol = 0.50, Playing 01_ANH_Graflex/blst/blst05.wav
18:36:43.551 → channels: 1 rate: 44100 bits: 16
18:36:43.713 → EVENT: Power-Pressed#1 ON millis=978786
18:36:43.713 → EVENT: Power-Pressed ON millis=978786
18:36:43.848 → EVENT: Power-Released#1 ON millis=978928
18:36:43.848 → EVENT: Power-Released ON millis=978928
18:36:43.848 → EVENT: Power-Shortclick#1 ON millis=978929
18:36:43.848 → EVENT: Power-Shortclick ON millis=978930
18:36:44.056 → EVENT: Power-SavedShortclick#1 ON millis=979126
18:36:45.117 → Battery voltage: 3.34
18:36:52.901 → Playing 01_ANH_Graflex/swingl/swingl02.wav
18:36:52.901 → channels: 1 rate: 44100 bits: 16
18:36:52.901 → Playing 01_ANH_Graflex/swingh/swingh02.wav
18:36:52.901 → channels: 1 rate: 44100 bits: 16
18:36:54.038 → Playing 01_ANH_Graflex/hum.wav
18:36:54.038 → channels: 1 rate: 44100 bits: 16
18:37:05.112 → Battery voltage: 3.32
18:37:05.909 → Playing 01_ANH_Graflex/swingl/swingl02.wav
18:37:05.909 → channels: 1 rate: 44100 bits: 16
18:37:05.909 → Playing 01_ANH_Graflex/swingh/swingh02.wav
18:37:05.909 → channels: 1 rate: 44100 bits: 16
18:37:06.696 → Playing 01_ANH_Graflex/hum.wav
18:37:06.696 → channels: 1 rate: 44100 bits: 16

I don’t see “optimization” in Arduino. I see “optimize” which has smallest code, fast, etc

sdtest will benchmark your SD card.
Currently, to known testing results, the Kingston Canvas Select Plus 32Gb has the best results both on paper, and in use. I clearly have paralyzed blade animations, especially with multiple blasts over a fire or unstable blade, when using any other card.
Zero or very slight chance with the Kingston (in my experience)
https://smile.amazon.com/gp/product/B07Z4GX6J2/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1

Also, likely you’re simply running out of wav players with many many blast events.
There are only 7 total wav players available on recent OS versions (it used to be 5).
Hum and 2 smoothswing files take up 3 right off the bat, leaving you 4 available concurrent sounds to be played.
If you summon a 5th blaster block event, it can’t play until the 1st blaster is finished.

In the 'Optimize" menu, choose something other than ‘smallest code’.

2 Likes

I should probably add a printout when no wav player is available.

Thanks for the recommendation. I’ll definitely pick one of those up.

Just to give the numbers from the sdtest:

Time to open files: Average time: 4118.35 us
Time to read blocks: Average speed: 1170.47 kb/s, 13.27 simultaneous audio streams.

I don’t really have a frame of reference for how good/bad that is.

13 simultaneous audio streams should be good enough.

Yeah those are good numbers. maybe try the optimization compile.

@Jakmar
FWIWYMMV*

Going a little further along this bit of information, I’ve handled a bypass to this situation by simply using a bunch of shorter blaster sounds I pulled and made specifically to work for fast blaster deflects during cosplay/choreography sessions while using battle mode. *Yes, I love battle mode for this stuff because you have less risk of missing an aux button press. :wink:

Go through your other font files and find one’s that work together and are reasonably short and only use 3-4 total rather than the 6+ some font packs use. Having the shorter length sounds and less of them in my case made them cycle through better and less lag from them stacking up was the result.

1 Like

This is very true. I always end up trimming and fading out blaster block sounds as soon as possible. Once it goes below the hum volume, long reverb trails for example are pretty much pointless.
On that note, I will add that I always edit any that are (IMO silly) multiple, automatic rapid fire sounds…down to a single impact. They’re blaster BLOCKS, not the blaster itself shooting.
I’ll never understand why those are ever included.

3 Likes

We really should make something that fades out the first effect that was started when we play too many of the same thing. (in 7.x)

1 Like

It would help. I realized (like with what jakmar shared) it was times (and still is since I can repeat it) that I was pushing things too fast and it just locks up the board because you’re trying to run all the functions but there’s a limit. Just as how with the Fett263 prop files I can get multi-blast working in Battle Mode but there’s a limit. Thus why at the end of the day Fernando making Choreography Mode is helpful. It’ll all sort out. At the end of the day this pushes more capabilities into the v2 boards and honestly is a great peek at what’s to come when the v3 boards are finally in production.

*I will share that backing out to my modded version of 5.9 last week and running the modded Fett263 prop file I have that runs menu sounds I can have 3.6 in and not much else happens besides the blade slowing down instead of locking up. I’m all on board once 6.0 is all sorted out.