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sound fix for current version
Posted: 26 May 2009, 21:31
by caldera
dont know if its new spring or new BA but the sounds are making me crazy. i hear all the battle fucking loud, something has changed massively. cause i installed ba and new spring at the same time i dont know which one causes it. Is there any fix available already?
Re: sound fix for current version
Posted: 27 May 2009, 01:41
by Auswaschbar
One way to fix the loudness would be to turn down the volume.
Re: sound fix for current version
Posted: 27 May 2009, 22:08
by Societal
Using the old /volume setting didn't work for me and just seemed to be a mute. I tried various floats between 0-1 and random integers but nothing changed after the initial muting.
With the latest SpringLobby + SpringSettings you now have multiple sliders to adjust and that does work. It seems to me that the overall volume is louder than before though. I tried a "master sound volume" of 70 and that was so painfully loud I had to turn down the volume further down with my sound card.
Re: sound fix for current version
Posted: 27 May 2009, 22:18
by Auswaschbar
Code: Select all
"/set snd_volmaster xx"
"/set snd_volunitreply xx"
"/set snd_volbattle xx"
Re: sound fix for current version
Posted: 28 May 2009, 18:08
by caldera
thx for the help. I'm indeed capable of turning down the sound in general. but that does not fix the problem. something must have changed in the way that noises which are far away are now as load as something directly happening on the screencenter. think i have to play around with these many new sound-slider which springsettings now has...
Re: sound fix for current version
Posted: 28 May 2009, 18:28
by imbaczek
i guess we need to increase the default rolloff.
Re: sound fix for current version
Posted: 28 May 2009, 19:45
by Societal
Looking at the source the other options are
Configuration is now down as a value 0-100 (percent) then converted internally to a 0-1float correct?
eg.:
Code: Select all
masterVolume = configHandler->Get("snd_volmaster", 60) * 0.01f;
In SoundItem.cpp I see where the defaults are for the 3d behavior but either these variables are inaccessible from the console or I simply couldn't find where/how. The changelog mentions the rolloff and dopplerscale being configurable with lua but I need the ability to configure rolloff to a really low number since I'm using a monaural setup. For example when I played Wolfenstein:Enemy Territory I would reduce the stereo separation so that I could still hear sounds that would normally only be played in the right channel, just at a lower volume so I could figure out on my own the sound direction. As it is now I'm getting the left sounds
really loud and the right almost completely muted.
Re: sound fix for current version
Posted: 28 May 2009, 19:52
by Auswaschbar
imbaczek wrote:i guess we need to increase the default rolloff.
What do you say to the people moaning that it is already to high as it is now?
Re: sound fix for current version
Posted: 28 May 2009, 19:53
by imbaczek
i thought they moan it's too low and they can hear everything?
Re: sound fix for current version
Posted: 28 May 2009, 19:57
by Auswaschbar
Societal: if you want to adjust speaker positions, you can do that in ~/.alsoftrc, but actually I'm not sure this is what you wanted to do
Did you try to set
Also, this lua-stuff is set in the mod, you cannot control it directly.
Re: sound fix for current version
Posted: 28 May 2009, 20:02
by lurker
Societal wrote:I'm using a monaural setup. For example when I played Wolfenstein:Enemy Territory I would reduce the stereo separation so that I could still hear sounds that would normally only be played in the right channel, just at a lower volume so I could figure out on my own the sound direction. As it is now I'm getting the left sounds really loud and the right almost completely muted.
Why? Do you have one
really good speaker? You can get a cheap set for $5.

Re: sound fix for current version
Posted: 30 May 2009, 07:26
by Societal
I have only one good ear (left). If I am used to the volume I expect from a sound I can generally figure out which general direction it came from based on a small reduction. The scaling has to be much tighter though, with the maximum variation not going all the way down to 1% of full volume in the left channel for sounds originating from the right channel. In such cases I don't hear those sounds at all. Unfortunately I don't have the option of a monaural output/downmixing from my drivers (realtek integrated).