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Sound issues
Posted: Tue Mar 09, 2010 10:27 pm
by Leo T_C_K
In 227g_22 it seemed fine or something, however again I keep now hearing the non slot talk voices bit too silent etc...also i noticed sound plays now anyway and doesn't start within radius.....
But that's not the point of this issue. Playersplaysoundeffect in specialevent is messed up, like in UT only sounds different.
It doesn't play it properly unlike other versions. This is important to me actually....
Re: Sound issues
Posted: Tue Mar 09, 2010 10:51 pm
by Leo T_C_K
It maybe isn't the plyersplaysoundeffect, but maybe the sound itself, for some reason it plays wrong everytime....
It is in this map, if you can manage the secret room the shieldbelt has different pickupsound:
http://www.xs4all.nl/~maribu/dump/leo_tck/E2L7MHF.rar
Or you could just do admin causeevent khmsg, beacuse it plays the same sound ruing it.
You may need some of the files in this archive though and UT crypt2.utx and cryptfx stuff.
http://www.xs4all.nl/~maribu/dump/leo_t ... X-E2L7.rar
Re: Sound issues
Posted: Wed Mar 10, 2010 12:57 am
by []KAOS[]Casey
which audio device(s) are effected?
Re: Sound issues
Posted: Wed Mar 10, 2010 2:13 am
by Leo T_C_K
which audio device(s) are effected?
I tried it under OpenAL.
Re: Sound issues
Posted: Wed Mar 10, 2010 6:32 pm
by Shivaxi
Just to avoid starting a new topic...
I posted this somewhere a while ago...but it was never taken any attention too... If you say like, shoot your gun in a reverbed zone, then exit the zone into a non-reverbed zone before the sound is done playing...it will cut off instantly, and then pick up where it left off in the sound once you enter the reverbed zone again...
I hope that made sense...
Re: Sound issues
Posted: Wed Mar 10, 2010 10:50 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
If you say like, shoot your gun in a reverbed zone, then exit the zone into a non-reverbed zone before the sound is done playing...it will cut off instantly, and then pick up where it left off in the sound once you enter the reverbed zone again...
Not just with the reverb zones, but also with water zones, and maybe even others, but it's the most noticeable on reverb and water zones.
Re: Sound issues
Posted: Thu Mar 11, 2010 1:12 am
by []KAOS[]Casey
Issue seems simple but not sure if the fix is.
Re: Sound issues
Posted: Thu Mar 11, 2010 2:26 am
by Leo T_C_K
Issue seems simple but not sure if the fix is.
Are you referring to Shivaxi or to my problem? Because obviously my problem is with the sound format itself or something. That sound has different encoding or something.
Re: Sound issues
Posted: Thu Mar 11, 2010 3:08 am
by []KAOS[]Casey
the eax effects/reverb issue, i'll check out the sound one
Re: Sound issues
Posted: Thu Mar 11, 2010 3:23 am
by []KAOS[]Casey
http://www.klankaos.com/khan.wav
your sound was in 16,000hz mono, which isnt a standard wave format for unreal, that one there is 44,100hz, and no quality loss, should work now.
Re: Sound issues
Posted: Thu Mar 11, 2010 8:00 am
by Leo T_C_K
It is one of the sounds, the one which idn't working is the longer one, not this one (your version appears to be cut off). There are three khan sounds, lol. This longer one is only viisble in editor if you select (all). And I don't need a fix for the sound, I need it working in Unreal like it worked in earlier versions (227f and below).
I mean I already made multiple versions of that map, I am not doing any more. This works even in UT under the shieldbelt pickup....
Re: Sound issues
Posted: Thu Mar 11, 2010 8:03 am
by []KAOS[]Casey
The reason why it works in UT is because Galaxy appears to automatically resample wavs, and FMod/ALAudio don't because they shouldn't have to.
Re: Sound issues
Posted: Thu Mar 11, 2010 8:04 am
by Leo T_C_K
But it works in alaudio in 227f too. Besides the khan.wav is original one, I mean I directly downloaded it from some site, it was a direct rip from the movie or something, it has different encoding, I mean in sndrec32 you can clearly see the difference even. I believe it is in MP3 like encoding, it is not PCM.
Re: Sound issues
Posted: Thu Mar 11, 2010 12:02 pm
by Smirftsch
That confuses me a bit, since 227f's implementation doesn't differ to 227g_23 or 22 regarding that.
Changed was the EFX implementation to make it work in Linux the same way as it does in Windows (which again shouldn't make any difference for Windows) and the setting for the devices.
Are you sure you are using the same output device for OpenAL as in 227f? If you took over it is possible that the setting is invalid and it falls back to default device, which again would explain the differences.
Re: Sound issues
Posted: Thu Mar 11, 2010 7:17 pm
by Leo T_C_K
That confuses me a bit, since 227f's implementation doesn't differ to 227g_23 or 22 regarding that.
Changed was the EFX implementation to make it work in Linux the same way as it does in Windows (which again shouldn't make any difference for Windows) and the setting for the devices.
Are you sure you are using the same output device for OpenAL as in 227f? If you took over it is possible that the setting is invalid and it falls back to default device, which again would explain the differences.
You are right, sorry. It seems I used Fmod in 227f, the issue is in 227f's OpenAL as well.