Unproportionally loud com explosion sound - Please fix it!
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- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Unproportionally loud com explosion sound - Please fix it!
I've complained about this problem for many updates but the problem still remains unfixed. This problem occured since maybe about 5 updates before(can't remember exactly)
The problem is that eventhough the sounds are adjusted low, commander explosions freaking jump out of my speakers so that my whole house shakes and neighbours got scared! What is the problem to get it fixed? This problems occurs especially in BA, not sure about CA and SA. Other mods I havent tried...
I'm getting frustrated...
The problem is that eventhough the sounds are adjusted low, commander explosions freaking jump out of my speakers so that my whole house shakes and neighbours got scared! What is the problem to get it fixed? This problems occurs especially in BA, not sure about CA and SA. Other mods I havent tried...
I'm getting frustrated...
Re: Unproportionally loud com explosion sound - Please fix it!
it might help to tell us your OS and maybe an infolog or so.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Unproportionally loud com explosion sound - Please fix it!
Ok then.hoijui wrote:it might help to tell us your OS and maybe an infolog or so.
Re: Unproportionally loud com explosion sound - Please fix it!
i think we all have this problem since about 5 versions ago. This settings fixed it for me (though its still not as good as before the sounds were changed):
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- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Unproportionally loud com explosion sound - Please fix it!
Well, now that you mention, I've adjusted the sound settings and it didn't work for me. Actually it made it even worse in generally. I've been told that the battle volume would fix the problem, but setting it low, will also make all battle sounds disappear! This is an example of an larger issue, which is that sound levels aren't balanced, for example unit reply volumes are very quiet, almost silent.
It's hard to describe a problem that isn't actually describable, you know, what comes to hearing... (Can't send screens or demos:)
And yes, I've thought that this problem concerns more than just me, like it did you caldera. Could you actually point out what exactly of those sliders did fix the problem for you?
It's hard to describe a problem that isn't actually describable, you know, what comes to hearing... (Can't send screens or demos:)
And yes, I've thought that this problem concerns more than just me, like it did you caldera. Could you actually point out what exactly of those sliders did fix the problem for you?
Re: Unproportionally loud com explosion sound - Please fix it!
Mod problem, not Spring.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Unproportionally loud com explosion sound - Please fix it!
Same issue I noted here: http://springrts.com/phpbb/viewtopic.ph ... 38#p386738
Not a mod problem, the problem is that if more than 1 sound is played in the same area the volume is multiplied by a disproportionate amount, so when a commander explodes and takes a few units with it the engine is going WOAH MORE THAN 1 SOUND RAAAMP UP THE VOLUME, imo there should be no escalation of volume with duplicate sounds or at least very minimal.
Test it by destructing 1 commander then destructing one next to 10 AKs, and also by spamming marker points - if you get a point sound to play before the last one has finished it goes much louder than it should do.
Not a mod problem, the problem is that if more than 1 sound is played in the same area the volume is multiplied by a disproportionate amount, so when a commander explodes and takes a few units with it the engine is going WOAH MORE THAN 1 SOUND RAAAMP UP THE VOLUME, imo there should be no escalation of volume with duplicate sounds or at least very minimal.
Test it by destructing 1 commander then destructing one next to 10 AKs, and also by spamming marker points - if you get a point sound to play before the last one has finished it goes much louder than it should do.
Re: Unproportionally loud com explosion sound - Please fix it!
pleas put it on mantis TFC.
Re: Unproportionally loud com explosion sound - Please fix it!
May I just ask what the difference is between General and Master volume?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Unproportionally loud com explosion sound - Please fix it!
This could be possible explanation. However, I still must put this to the test because, IIRC, com explosion sound is very loud even without any other explosion beside.TheFatController wrote: Test it by destructing 1 commander then destructing one next to 10 AKs, and also by spamming marker points - if you get a point sound to play before the last one has finished it goes much louder than it should do.
Oh, and just to note JAZCASH, I think that theres way too many sound sliders to adjust, that it confuses and distracts noobs like me. I think this setup is unecessarily scaled, couple sliders should be enough imo...
Re: Unproportionally loud com explosion sound - Please fix it!
There is no background music slider yet :)SirArtturi wrote:..I think that theres way too many sound sliders to adjust...
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Unproportionally loud com explosion sound - Please fix it!
Ok so, In BA dgun sound and com explosion is huge while other sounds remain pretty much in balance. Why is so?
Re: Unproportionally loud com explosion sound - Please fix it!
Currently there is some hack is used when playing sound on death:
So you see the volume may become equal to 1 sometimes. Can a mod maker set improper sound volume?
Meanwhile, comparing to UnitReply sound i see this:
So, here is fair sound reading without hacks.
Code: Select all
void CUnit::KillUnit()
{
...
// play explosion sound
if (wd->soundhit.getID(0) > 0) {
// HACK: loading code doesn't set sane defaults for explosion sounds, so we do it here
// NOTE: actually no longer true, loading code always ensures that sound volume != -1
float volume = wd->soundhit.getVolume(0);
Channels::Battle.PlaySample(wd->soundhit.getID(0), pos, (volume == -1) ? 1.0f : volume);
Meanwhile, comparing to UnitReply sound i see this:
Code: Select all
Channels::UnitReply.PlaySample(
(*ui)->unitDef->sounds.ok.getID(soundIdx), (*ui),
(*ui)->unitDef->sounds.ok.getVolume(soundIdx));
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Unproportionally loud com explosion sound - Please fix it!
I kinda hate to repeat this, but yet no logic solution for this? what is the problem?
Re: Unproportionally loud com explosion sound - Please fix it!
Um, I've written not one, but two articles explaining how you're supposed to avoid clipping from duplicate sounds (you cannot entirely avoid clipping, period, it's an age-old problem in video game design, but the steps I showed *do* largely prevent it in Spring).
See the article in Games and Mods, and fix your game / mod.
See the article in Games and Mods, and fix your game / mod.
Re: Unproportionally loud com explosion sound - Please fix it!
I have fixed the problem.
Where do I put fix?
Where do I put fix?
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Re: Unproportionally loud com explosion sound - Please fix it!
roflMav wrote:I have fixed the problem.
Where do I put fix?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Unproportionally loud com explosion sound - Please fix it!
Mav wrote:I have fixed the problem.
Where do I put fix?
uhm.. I repeat: It's not working! Mister wiseguy...