View topic - Old sounds in spring?



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PostPosted: 10 Oct 2009, 14:40 
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fuck yeah


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PostPosted: 15 Oct 2009, 00:00 
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+1
tbh sometimes it gets as bad as the drrrrrdrrrrddrdrrdrdrdrddrdrdr drones of metalmakers turning on and off used to be.


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PostPosted: 15 Oct 2009, 02:19 
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Spawn_Retard wrote:
I havent been able to play spring with sound on since this update, i dont want ears bursting everytime i play.

Don't blame then engine for issues with the content.


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PostPosted: 15 Oct 2009, 12:04 
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smoth wrote:
Don't blame then engine for issues with the content.

its engine issue, not content.

they could have put it default off, not default on, but since the devs are a bit retarded, they like to put new features default on.


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PostPosted: 15 Oct 2009, 22:07 
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Trademark, this is an issue with the mod!

Change this:
Quote:
[ARM_MAKER]
{
select1=metlon1;
underattack=warning1;
working=metlrun1;
activate=metlon1;
deactivate=metloff1;
count5=count1;
count4=count2;
count3=count3;
count2=count4;
count1=count5;
count0=count6;
canceldestruct=cancel2;
}


to this:
Quote:
[ARM_MAKER]
{
select1=metlon1;
underattack=warning1;
working=metlrun1;
// activate=metlon1;
// deactivate=metloff1;
count5=count1;
count4=count2;
count3=count3;
count2=count4;
count1=count5;
count0=count6;
canceldestruct=cancel2;
}


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PostPosted: 16 Oct 2009, 01:40 
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lol thats not the 3d sounds issue


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PostPosted: 16 Oct 2009, 02:23 
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add a unitdef tag to enable mono sound for that unit and leave it to 3D sound by default. Problem solved.


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PostPosted: 16 Oct 2009, 05:51 
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TradeMark wrote:
lol thats not the 3d sounds issue


Oops, sorry about that, I misunderstood the issue. It is an issue with the mod though when it comes right down to it.

Basically, new version comes out, mods have to adapt to it and fix things that are now broken. We all have to do it, but BA tends to be very bad about adjusting, and then threads like this can end up causing us to lose features jsut because BA cba to fix what the new version broke.

On a side note, I specced a 4v4 on greenhaven the other day and didn't notice anything out of the ordinary? Are you sure it doesn't have anything to do with any widgets that you might be using, etc etc?

It might be worth disabling everything and speccing a game to see if there is any difference.


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PostPosted: 16 Oct 2009, 08:23 
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Forboding Angel wrote:
Oops, sorry about that, I misunderstood the issue. It is an issue with the mod though when it comes right down to it.
What the hell are you talking about? How about you restate the issue in your own words because what you're saying indicates that you're not on the same page.


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PostPosted: 16 Oct 2009, 12:46 
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MidKnight wrote:
add a unitdef tag to enable mono sound for that unit and leave it to 3D sound by default. Problem solved.

why add new tags to disable new features when you could make new features to be addable by new tags?

so far i have not managed to think of any advantage with 3d sound system compared to 2d sound system. any of you have? feel free to tell me.

only "advantage" i see is when you want to make cool video and some noisy object gets shot at the camera and passes it with fading sounds in and out.

i would understand 3d sounds in an FPS game... in RTS its just useless since we watch the game from top-down view and its basically 2d to us, with possibility to rotate once in while...


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PostPosted: 16 Oct 2009, 13:02 
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Google_Frog wrote:
Forboding Angel wrote:
Oops, sorry about that, I misunderstood the issue. It is an issue with the mod though when it comes right down to it.
What the hell are you talking about? How about you restate the issue in your own words because what you're saying indicates that you're not on the same page.


Well it seems that i was wrong once again about it, cause someone jsut reported the same wierdness in evo, and unless I'm mistaken, I'd done everything necessary to conform to the new sound system.

On a side note, I have never heard anything that you guys are talking about. I'm on a 7.1 Audigy, I have no idea if that makes a difference, but could it be that some sound boards are going nutzoid with the sounds and others aren't?

Also, re-stating, even in ba I have never heard anyhting out of the ordinary. So maybe it's not getting processed correctly on my soundcard? One thing I have noticed is that sounds are the same volume no matter how close or far away I am from them.


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PostPosted: 16 Oct 2009, 13:06 
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Forboding Angel wrote:
Also, re-stating, even in ba I have never heard anyhting out of the ordinary. So maybe it's not getting processed correctly on my soundcard? One thing I have noticed is that sounds are the same volume no matter how close or far away I am from them.

i think they fixed BA (or Spring?) already, i also havent had so much problems with those 3d sounds lately.


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PostPosted: 16 Oct 2009, 14:23 
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well my point is that I never did have any issues with the sounds, including when this thread was created. I'm starting to wonder why.


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PostPosted: 16 Oct 2009, 14:54 
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maybe your sounds were so low you actually never heard the sounds, nor you never zoomed in the ground.


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PostPosted: 16 Oct 2009, 18:45 
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describe in detail what happens? what unit?


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PostPosted: 23 Oct 2009, 00:19 
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The only problem I have with Spring sound is that multiple sound effects at once seem to multiply the volume too much, if you're spamming points and place a second point before the first one's sound finishes you get a beep that's almost double the volume, same issue with multiple unit sounds, the volume multiplication seems too much.


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PostPosted: 04 Jan 2010, 05:34 

Joined: 04 Jan 2010, 05:26
I'm having this same issue. First I'll describe it, since no one seems to understand the frickin problem. What happens, is the volume of any sort of sound is raised or lowered immensely depending on your level of zoom.

For example, I play at a medium zoom level. Not to close, but not far away enough to lower detail. I adjusted my volume so that it sounded normal. Then, as my units entered battle, I zoomed in close to see the action and my speakers EXPLODED with sound and fucking gave me a heart attack. I soon realized this was due to how close the camera was to my units. Likewise, if I zoomed out for a strategic view the volume lowered so much so that I heard absolutely nothing.

It's fucking annoying frankly, and I'm confused as to why this was implemented. Unless you're playing an RTS as an FPS this system is obnoxious as all hell.

Is there any way to turn it back to the 2d or non-zoom dependent sound?

Thank you to anyone who can answer, I hope my post makes sense and is replied to quickly. I appreciate it.


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PostPosted: 04 Jan 2010, 05:55 
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Weird my sound in game is not zoom dependent.


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PostPosted: 04 Jan 2010, 06:05 

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T_T Any idea of how to fix it. or where my config file is? Im on vista 32-bit


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PostPosted: 04 Jan 2010, 06:51 
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TradeMark wrote:
MidKnight wrote:
add a unitdef tag to enable mono sound for that unit and leave it to 3D sound by default. Problem solved.

why add new tags to disable new features when you could make new features to be addable by new tags?
3D sound should be the default. Adding a tag for 3D sound will only confuse future mod developers.

Quote:
so far i have not managed to think of any advantage with 3d sound system compared to 2d sound system. any of you have? feel free to tell me.

only "advantage" i see is when you want to make cool video and some noisy object gets shot at the camera and passes it with fading sounds in and out.

i would understand 3d sounds in an FPS game... in RTS its just useless since we watch the game from top-down view and its basically 2d to us, with possibility to rotate once in while...
It's not always a tactical advantage. If we were to look at it this way, why put effort into new models when various different unit icons achieve the same effect?

Hearing the direction of battle sounds can also help you pinpoint the location of the battle. :-)


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