2024-03-29 10:40 CET

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IDProjectCategoryView StatusLast Update
0001720Spring engineGeneralpublic2010-03-09 12:03
ReporterTheFatController 
Assigned ToAuswaschbar 
PrioritynormalSeveritymajorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version0.80.5+git 
Target Version0.81.2.1Fixed in Version 
Summary0001720: Multiple sounds playing escalates their volume
DescriptionBit annoying issue which for me spoils the sound engine in Spring, when more than one sound plays in the same area the volume of all sounds gets multiplied, so if you have a commander explode the sound will be reasonable unless its next to other units that also have a death sound then it will be way too loud.

You can also recreate this by placing a line of buildings or spamming map markers, if you can get a map marker sound to play while the last one is still playing the volume will be significantly higher.

In my opinion multiple sounds should not escalate the volume at all or very minimally or this should at least be an option.
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0004685

TheFatController (reporter)

http://consternationstation.com/boom.avi example

~0004686

Auswaschbar (reporter)

You just put the ak next to the com? When I do that, I hear no difference at all...

~0004687

TheFatController (reporter)

Yeah if two sounds occur in the same frame the volume seems to be much higher, same with any sounds (com, nuke etc are common as they tend to occur along with lots of unit deaths). No changes to settings inbetween explosions there.

~0004693

hoijui (reporter)

asked the openal guru on freenet, he does not know of a bug in any version of openal that could cause this.

~0004695

hoijui (reporter)

had an idea...
(not yet looked at the code at all)
it could have to do with different algorithms used for distance calculation/volume decay over that, between OpenAL and the spring volume boost for making sounds not being quieter when zoomed out.
if this is the same, then the volume boost with multiple sounds at the same time should be less when zoomed in, in case someone wants to test (i can not, right now).

~0004730

tvo (reporter)

So what was the result from the test with different OpenAL DLLs?

~0004733

hoijui (reporter)

Result was, that with OpenAL Soft, it does not happen.
(this bug only ever was seen under Windows, i got told)
Looks like Creative's OpenAL DLL is not well compatible with eg. Realtec sound cards, or it simple is buggy in general.
Beherith really did extensive tests to find this out, thanks!!
Aus made a new mingwlibs package with OpenAL Soft now.

~0004740

tvo (reporter)

So this can be marked as resolved now?
+Notes

-Issue History
Date Modified Username Field Change
2009-11-07 18:40 TheFatController New Issue
2010-02-23 19:58 TheFatController Note Added: 0004685
2010-02-23 22:14 Auswaschbar Note Added: 0004686
2010-02-23 23:26 TheFatController Note Added: 0004687
2010-02-25 18:07 hoijui Note Added: 0004693
2010-02-27 11:00 hoijui Note Added: 0004695
2010-03-01 15:13 tvo Target Version => 0.81.2.1
2010-03-06 11:39 tvo Note Added: 0004730
2010-03-06 21:50 hoijui Note Added: 0004733
2010-03-09 09:19 tvo Note Added: 0004740
2010-03-09 12:03 Auswaschbar Status new => resolved
2010-03-09 12:03 Auswaschbar Resolution open => fixed
2010-03-09 12:03 Auswaschbar Assigned To => Auswaschbar
+Issue History