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Re: horrible sound effects in 0.79

Posted: 13 Jun 2009, 01:49
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.

Re: horrible sound effects in 0.79

Posted: 13 Jun 2009, 22:11
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...

Re: horrible sound effects in 0.79

Posted: 14 Jun 2009, 02:56
by zerver

Re: horrible sound effects in 0.79

Posted: 14 Jun 2009, 10:57
by hoijui
good job! :-)

Re: horrible sound effects in 0.79

Posted: 18 Jun 2009, 23:30
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 :/

Re: horrible sound effects in 0.79

Posted: 24 Jun 2009, 14:09
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.

Re: horrible sound effects in 0.79

Posted: 24 Jun 2009, 18:08
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.

Re: horrible sound effects in 0.79

Posted: 24 Jun 2009, 18:18
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.

Re: horrible sound effects in 0.79

Posted: 25 Jun 2009, 13:08
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?

Re: horrible sound effects in 0.79

Posted: 25 Jun 2009, 19:11
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.

Re: horrible sound effects in 0.79

Posted: 25 Jun 2009, 20:51
by Societal
Sounds adjusting speed based on game speed is a feature, not a bug.

Re: horrible sound effects in 0.79

Posted: 25 Jun 2009, 21:31
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.

Re: horrible sound effects in 0.79

Posted: 25 Jun 2009, 22:18
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

Re: horrible sound effects in 0.79

Posted: 25 Jun 2009, 23:14
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

Re: horrible sound effects in 0.79

Posted: 26 Jun 2009, 02:28
by zerver
Maybe we should default this PitchAdjust to 0 ?

Re: horrible sound effects in 0.79

Posted: 26 Jun 2009, 09:34
by Tobi
Sound being higher pitched and faster when gamespeed is set higher is epic win though :-P

Re: horrible sound effects in 0.79

Posted: 26 Jun 2009, 10:19
by hunterw
is there any reason that explosions have to be 40 times louder than every other noise in the game?

Re: horrible sound effects in 0.79

Posted: 26 Jun 2009, 13:10
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.

Re: horrible sound effects in 0.79

Posted: 26 Jun 2009, 14:24
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.

Re: horrible sound effects in 0.79

Posted: 26 Jun 2009, 20:51
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.