Soundsets With More Than 100 Elements No Longer Syncing to Offline Players

Hey guys, I suspect this is a consequence of some of the backend changes over the last few days. Over the last couple years I’ve built a series of soundsets for my campaigns - many of them enormous. When I last logged in about two weeks ago to adjust things, these soundsets were syncing fine and correctly downloaded by the sci-fi player.

Now, these are informing me that they can’t be synced with the offline players. I’m not seeing any new documentation to this effect though, just warnings on the offending soundsets. Can we get some clarity on the limitations of offline syncing so game masters such as myself can ensure that we have an appropriate number of soundsets for our campaigns (up until recently, I had been creating per-campaign soundsets, for example).

Thanks for your help!

Here’s a dump of info and context. :smiley: Hope some of it helps! :slight_smile:

So, yes!

Late last week in the process of returning the servers to a healthy state we noticed that VERY large SoundSets were jamming up the processing queue.

We picked an arbitrary number (100) and switched off processing for any SoundSets with more than this number of elements. This helped things get back on track. It is not actually clear however which particular aspect of a ‘large’ SoundSet it is that is most deleterious to the server. AND we have some other solutions that probably help the server when it hits a log jam anyway… so this limit MAY not be needed now anyway.

So, what we are going to do, is have another go processing all SoundSets with numbers of elements between 101 and 250 and watch carefully what happens and see if we can get some data. Maybe it is actually the total number of samples that really matters… or the total sample duration…?

Main consequence… you should see your SoundSet process soon (as soon as the server gets to it).

Additional kinda philosophical approach: the general concept of a SoundSet is that it is a single location or single encounter and the Moods are the different kinds of moods or phases within that location or encounter. So a SoundSet with more than 20 Moods and more than 100 Elements is kinda outside our original design concept of what a SoundSet is…
BUT the system DOES seem to usually cope with this kind of concept… but sometimes NOT. So we WILL probably put SOME kind of limit in there… once we work out what will actually make a difference.

Does that all make sense? Thought? :mask:

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Thanks for this, it makes a lot of sense. I suspect my use-case will get a lot easier as Nova continues to be updated too.

Going forward I’ll look at breaking things up. I think some of the temptation to make single-campaign soundsets comes with the tedium of working with an in-browser platform (as browsers tend to lag out when a page is doing complex things like handling custom samples and more than a few elements at once). A follow up question that comes from this - are there any plans to create an offline version of soundset / nova soundset creation, so that power-users can put the burden on their personal hardware - perhaps with a means of locally sharing these custom soundsets across devices? That may help to decrease the burden on the servers (keyword being “may” as this kind of technical design is not really within my wheelhouse).

Thanks for coming back to me so fast with clarification on this - and apologies for taking so long to respond - life gets busy fast.