What did you changed with the sound in the new version?

What did you changed with the sound in the new version?

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

What did you changed with the sound in the new version?

Post by Optimus Prime »

Hello,

after the new version, a lot of sounds in FF dont work any more. Mostly the beam laser sounds, but also more. How can i fix that and why did you changed that? What exactly did you do and why is it not in the changelog?

Thank you

Edit: i think the soundproblem is caused by the soundtrigger=1 tag. Normally i used this for beamweapons to have a constant sound as long as the beamtime is. I dont know if thats possible anymore without this tag so i ask you why you removed this tag, or how the beamsound can work like it did before. Is it now included in the beamweapon=1 tag?
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

This belongs in the Help and Bugs section, I believe
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

They totally replaced the sound rendering engine with one that was lunix compatible according to the changelog... If you can trace down the bug it would be easier to fix it, otherwize spring devs will be looking into themselfs whenever they have time.

Make a bug report whenever you feel you've figured out as much about the bug as you're going to be able to.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

SwiftSpear wrote:They totally replaced the sound rendering engine with one that was lunix compatible according to the changelog... If you can trace down the bug it would be easier to fix it, otherwize spring devs will be looking into themselfs whenever they have time.

Make a bug report whenever you feel you've figured out as much about the bug as you're going to be able to.
But because OpenAL (the used x platform lib) was too unstable on windows, Zaphod abstracted the sound system and added a DxSound system on windows. I don't know why sound files which used to work don't work anymore tho..., didn't follow the win32 platform code closely
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Ok i have no idea what it is :(.
Its not or not only the soundtrigger=1 tag. I also checked the burnblow=1 tag but no effect.
Please i need some help else the mod FF is not playable on the new spring version.

Edit: IT IS the soundfile (i tested it). But i m not a soundspecialist, so what could be the reason and how can i fix it. I sure want the same sounds...

Edit2: Ok i can fix it :) Its hard and needs some time, but i just have to convert the files to another wav file with these settings: 44,100khz;16bit;Stereo 172KB/Sec
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Other settings will work also, as not all the sounds in AATA are broken, and they are not all in that format.

Can a dev clear up what is required?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

For future reference;

ANY 16bit sound will work.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

On further investigation, I now have several files in the same format, but not all of them work. This is most bizarre. :|
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

seems to work ok on 22khz, 16bit, mono too.

That's what I had to change it to to get some of my sounds to work.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

That's what I've gone for too (no AATA sounds had greater frequency anyway) - but some sounds already using that format don't work unless i re-convert them to it.

Bit odd, but, seems my presumption about any 16bit sound being valid was correct.
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