horrible sound effects in 0.79 - Page 2

horrible sound effects in 0.79

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zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: horrible sound effects in 0.79

Post by zerver »

I tried playing with the Creative Audio Console, but it did not help (EAX effects and Crystalizer were already disabled, CMSS-3D was on but it does not seem to have much effect).

My laptop, which has a completely different sound card, has the same reverb issue. This makes me think it is not driver related. I don't see why sound card makers would have such a distorting effect enabled by default.
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: horrible sound effects in 0.79

Post by zerver »

Okay, problem solved. For each beam fired, the HLT actually calls Fire() 4 times in sequence. Not very strange it gives an echo. I'm not sure if only beam lasers have this problem. We need to find a generic solution...
zerver
Spring Developer
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Re: horrible sound effects in 0.79

Post by zerver »

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hoijui
Former Engine Dev
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Re: horrible sound effects in 0.79

Post by hoijui »

good job! :-)
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: horrible sound effects in 0.79

Post by ginekolog »

was ugly sound supposed to be fixed in Patch 0.79.1.1? Cause its same shiety sound still here :(

HArd to enjoy gg with these sound effects :/
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: horrible sound effects in 0.79

Post by ginekolog »

Is fixing sound on TODO list or sth?

Antoher bug with sound i noticed: when games slows down i sometimes hear SLOOW sound effects... like they would play at 70% instead of 100%.

(BTW my PC is fine as other ppl notice this too)

Ty for effort.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: horrible sound effects in 0.79

Post by Auswaschbar »

ginekolog wrote:Antoher bug with sound i noticed: when games slows down i sometimes hear SLOOW sound effects... like they would play at 70% instead of 100%.

(BTW my PC is fine as other ppl notice this too)
Or you could read the whole thread.
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: horrible sound effects in 0.79

Post by ginekolog »

Auswaschbar, was this commit included in this new bug fix or not? (changelog says it was not). When will it be inluded? Is there any other solution - ofc i read whole thread lol.
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: horrible sound effects in 0.79

Post by zerver »

It was included. It fixes a reverb issue for HLT and some other weapons.

I agree that sounds are still not good though. The low-fidelity issue remains. It appears to have something to do with the fact that so many weapon sounds play at once. If I fire a single weapon, I sounds rather OK. Is it the same for you?
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: horrible sound effects in 0.79

Post by ginekolog »

1 weapon is perfect. Big battle is a mess.. many sounds only start for like 0,2 sec and then stop.
Second issue is that when game slows down so do sounds... like playin video in slow motion.

I can reproduce it by /give all 6 times and then let them fight each other.
Societal
Posts: 64
Joined: 05 May 2009, 13:57

Re: horrible sound effects in 0.79

Post by Societal »

Sounds adjusting speed based on game speed is a feature, not a bug.
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: horrible sound effects in 0.79

Post by ginekolog »

Societal wrote:Sounds adjusting speed based on game speed is a feature, not a bug.
In no other RTS i have played in 20 years i have seen that "feature".

It should not happen even if speed drops to 0.70 we want to hear normal sound ofcoruse... lol. Its only reasonable in replays, not real game.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: horrible sound effects in 0.79

Post by Otherside »

/pitchadjust 1 (or pitchadjust 0) not sure something along those lines stops the sound slowdown when game lags

i did it ages ago so dont know remember exact command but it worked
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: horrible sound effects in 0.79

Post by ginekolog »

ty, just heard it from behe to:
just edit

F:\Documents and Settings\user\Local Settings\Application Data\springsettings.cfg

and set:

PitchAdjust=0
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: horrible sound effects in 0.79

Post by zerver »

Maybe we should default this PitchAdjust to 0 ?
Tobi
Spring Developer
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Re: horrible sound effects in 0.79

Post by Tobi »

Sound being higher pitched and faster when gamespeed is set higher is epic win though :-P
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hunterw
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Joined: 14 May 2006, 12:22

Re: horrible sound effects in 0.79

Post by hunterw »

is there any reason that explosions have to be 40 times louder than every other noise in the game?
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: horrible sound effects in 0.79

Post by zerver »

Tobi wrote:Sound being higher pitched and faster when gamespeed is set higher is epic win though :-P
Indeed. Nice helium!

But when game runs slow, it just amplifies the slow-motion experience and makes u fall asleep. EnforceGameSpeed ftw.
Societal
Posts: 64
Joined: 05 May 2009, 13:57

Re: horrible sound effects in 0.79

Post by Societal »

hunterw wrote:is there any reason that explosions have to be 40 times louder than every other noise in the game?
Isn't that the responsibility of the people packing sound files into mods? Spring isn't a jukebox and there should be a reasonable limit to how much sound processing we expect it to do for us that could be better done elsewhere.

A random selection from BA6.95:
Image

cantdo4 is essentially worthless in this case as the volume is too low to hear over any battle sounds. You can't just raise it's volume though as everything below the threshold in a .wav is already gone. A lot of the battle sounds have obviously been normalized to 62.5%. Normalization (aka peak volume) isn't the biggest issue, it is perceived volume. Ideally you would have the loudest sounds peak closer to 100% for maximum dynamics (if they had any to begin with, and most of these don't due to the low bitrate, samplerate, and source recording). Normalization might be useful to lower the volume of something that hits 100% peaks, but isn't perceptively loud - the reason being that some older Creative(?) soundcards will always clip with samples at 100%. Something like 95% would be safe for the maximum value sent to the soundcard (after all other processing). I'm not even sure Replaygain is completely right for the task because some noises like the high pitched ones (warning2 for example) can be particularly annoying even at the same Replaygain level as an explosion with lower frequencies. It was designed for music and in music generally high frequencies get (perceptively) masked a great deal by other instruments. In the case of a game you don't know ahead of time which sounds will be playing at the same time of which other sounds so Replaygain or another tool would be a good guide, but the final say should be with our ears.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: horrible sound effects in 0.79

Post by Pressure Line »

cantdo4 is almost silent for a reason. that reason being the fact that constant "i cant get there" error spam, and if the sound is audible, it becomes extremely irritating.

just fyi.
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