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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001720 | Spring engine | General | public | 2009-11-07 18:40 | 2010-03-09 12:03 | ||||
Reporter | TheFatController | ||||||||
Assigned To | Auswaschbar | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.80.5+git | ||||||||
Target Version | 0.81.2.1 | Fixed in Version | |||||||
Summary | 0001720: Multiple sounds playing escalates their volume | ||||||||
Description | Bit 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. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Notes | |
TheFatController (reporter) 2010-02-23 19:58 |
http://consternationstation.com/boom.avi example |
Auswaschbar (reporter) 2010-02-23 22:14 |
You just put the ak next to the com? When I do that, I hear no difference at all... |
TheFatController (reporter) 2010-02-23 23:26 |
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. |
hoijui (reporter) 2010-02-25 18:07 |
asked the openal guru on freenet, he does not know of a bug in any version of openal that could cause this. |
hoijui (reporter) 2010-02-27 11:00 |
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). |
tvo (reporter) 2010-03-06 11:39 |
So what was the result from the test with different OpenAL DLLs? |
hoijui (reporter) 2010-03-06 21:50 |
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. |
tvo (reporter) 2010-03-09 09:19 |
So this can be marked as resolved now? |
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 |