Old sounds in spring?
Moderator: Moderators
Re: Old sounds in spring?
+1
tbh sometimes it gets as bad as the drrrrrdrrrrddrdrrdrdrdrddrdrdr drones of metalmakers turning on and off used to be.
tbh sometimes it gets as bad as the drrrrrdrrrrddrdrrdrdrdrddrdrdr drones of metalmakers turning on and off used to be.
Re: Old sounds in spring?
Don't blame then engine for issues with the content.Spawn_Retard wrote: I havent been able to play spring with sound on since this update, i dont want ears bursting everytime i play.
Re: Old sounds in spring?
its engine issue, not content.smoth wrote:Don't blame then engine for issues with the 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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Old sounds in spring?
Trademark, this is an issue with the mod!
Change this:
Change this:
to this:[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;
}
[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;
}
Re: Old sounds in spring?
lol thats not the 3d sounds issue
Re: Old sounds in spring?
add a unitdef tag to enable mono sound for that unit and leave it to 3D sound by default. Problem solved.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Old sounds in spring?
Oops, sorry about that, I misunderstood the issue. It is an issue with the mod though when it comes right down to it.TradeMark wrote:lol thats not the 3d sounds issue
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.
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Old sounds in spring?
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.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.
Re: Old sounds in spring?
why add new tags to disable new features when you could make new features to be addable by new tags?MidKnight wrote:add a unitdef tag to enable mono sound for that unit and leave it to 3D sound by default. Problem solved.
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...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Old sounds in spring?
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.Google_Frog wrote: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.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.
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.
Re: Old sounds in spring?
i think they fixed BA (or Spring?) already, i also havent had so much problems with those 3d sounds lately.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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Old sounds in spring?
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.
Re: Old sounds in spring?
maybe your sounds were so low you actually never heard the sounds, nor you never zoomed in the ground.
Re: Old sounds in spring?
describe in detail what happens? what unit?
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Old sounds in spring?
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.
-
- Posts: 3
- Joined: 04 Jan 2010, 05:26
Re: Old sounds in spring?
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.
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.
Re: Old sounds in spring?
Weird my sound in game is not zoom dependent.
-
- Posts: 3
- Joined: 04 Jan 2010, 05:26
Re: Old sounds in spring?
T_T Any idea of how to fix it. or where my config file is? Im on vista 32-bit
Re: Old sounds in spring?
3D sound should be the default. Adding a tag for 3D sound will only confuse future mod developers.TradeMark wrote:why add new tags to disable new features when you could make new features to be addable by new tags?MidKnight wrote:add a unitdef tag to enable mono sound for that unit and leave it to 3D sound by default. Problem solved.
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?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...
Hearing the direction of battle sounds can also help you pinpoint the location of the battle.
