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Very Hot Topic (More than 25 Replies) Issues with all three audio devices (Read 10194 times)
Beemo The Heartless
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Issues with all three audio devices
Dec 30th, 2014 at 2:34am
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Hello! I'm having some audio related problems. OpenAL and FMOD make some songs sound weird, so I changed it back to Galaxy. Galaxy is having problems as well. The sound..."distorts." Whenever something happens, like a weapon is fired, or someone dies, the sound's pitch goes up and down whenever I move around, but if I stand still or get up close, the sound goes back to normal. It works fine on 226 and UT. Why is that? Please let me know as soon as you can. Thanks, Beemo.

EDIT: The sound also distorts in FMOD, but everything works properly on OpenAL, except for making certain songs sound odd.
  

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Smirftsch
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Re: Issues with all three audio devices
Reply #1 - Dec 30th, 2014 at 9:58am
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Galaxy is unchanged in 227i, except that reverb has been fixed, the "echo" effects, which are broken in 226 (and UT I think). Many people don't even know these effects because of that, because they never tried the older versions.
Aside this it should definitely sound the same. Question is, of what kind these distortions are.
FMod is deprecated nowadays, but still should work on most systems. For OpenAL you can find newer versions in the Forum section above: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?board=Sound

But be sure all ini settings are correct, especially wrong setup of DopplerFactor can cause very weird sound distortions.
  

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スマイル・ドラゴン
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Re: Issues with all three audio devices
Reply #2 - Dec 30th, 2014 at 6:09pm
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Galaxy requires a latency of atleast 80 to function properly in Vista/7 systems.

Galaxy under Wine (tested under Linux Mint 17 and PulseAudio) can work with a Latency set to 0 but it might pop occasionally, best set it to 5 or 10.

If you have a Creative card with a EMU chip (EMU10K1, EMU10K2, EMU20K1, or EMU20K2) and you have ALchemy installed. Use ALchemy with Unreal and you can set Galaxy's Latency to 0 and in ALchemy's settings use the minimum amount of buffers and buffer length (I think it was like 6 buffers of 5 milliseconds of length or something I forgot) and you'll get low latency audio with Galaxy and without chopping.

As for music sounding weird with OpenAL and FMOD, this is due to Smirftsch using a different library for music playback rather than Galaxy's player engine, so expect things to sound different than what Galaxy played back.
  

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rk-__-ght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Smirftsch
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Re: Issues with all three audio devices
Reply #3 - Dec 30th, 2014 at 6:20pm
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スマイル・ドラゴン wrote on Dec 30th, 2014 at 6:09pm:
As for music sounding weird with OpenAL and FMOD, this is due to Smirftsch using a different library for music playback rather than Galaxy's player engine, so expect things to sound different than what Galaxy played back.


Well, still those differences are so minor that most people don't even notice them, so I doubt this is what he means.
  

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Beemo The Heartless
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Re: Issues with all three audio devices
Reply #4 - Dec 30th, 2014 at 8:34pm
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Just so you know, I am also running on Windows 8.1.
  

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スマイル・ドラゴン
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Re: Issues with all three audio devices
Reply #5 - Dec 30th, 2014 at 9:14pm
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Oh, that's interesting because I remember someone having popping\distorted audio with BASSMIDIDrv under Windows 8.x, dunno' if this applies to you but I guess Microsoft BS'd something with the audio stack when they introduced Windows 8.

I really wonder why nobody adheres to "If it ain't broke don't fix it"...
  

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Re: Issues with all three audio devices
Reply #6 - Dec 30th, 2014 at 9:17pm
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running 8.1 on my laptop as well, no problems in Galaxy or ALAudio, have to admit never tried old FMod there. Of course that's only one machine, hardly a reliable reference, but I know a quite a couple of persons are already running Unreal on 8.1, I think if there would be a general 8.1 problem it should have been noticed already, although there are again plenty of possible hardware configurations and our community became pretty small, so who knows for sure Sad
  

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Re: Issues with all three audio devices
Reply #7 - Dec 31st, 2014 at 2:39pm
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Beemo The Heartless wrote on Dec 30th, 2014 at 8:34pm:
Just so you know, I am also running on Windows 8.1.

still need more info Smiley
is the sound weird or the music? did you try the other version I mentioned? did you try with alchemy as スマイル・ドラゴン suggested?
  

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Beemo The Heartless
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Re: Issues with all three audio devices
Reply #8 - Dec 31st, 2014 at 6:08pm
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It's just the sound when it comes to Galaxy, the music sounds weird in OpenAL, and I have problems with the sound and the music in FMOD. And no, I haven't. I could try. I have a Realtek sound card, btw.
  

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Re: Issues with all three audio devices
Reply #9 - Jan 1st, 2015 at 9:59am
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could you be a bit more specific about "weird" ? It's really hard to judge it this way. Maybe you could even record it (different examples for music and sound weirdness).
If your Realtek Soundcard is the cause for the problems it should be better in the newer ALAudio version, but either way it wouldn't explain the problems you have with Galaxy and FMod audio.
  

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[]KAOS[]Casey
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Re: Issues with all three audio devices
Reply #10 - Jan 18th, 2015 at 12:20am
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The OP is talking about the doppler effect being changed in 227, it's different than 224/225f, 226b/f.

I don't know if you remember smirf, but years ago I told you to re-enable/add option to use 225f doppler since it broke(?) in 226, and the algorithm in 225f was basically in psuedo code:

if sound has an owner
   pitch based on owners velocity

where as in 226b it

if sound == ambientsound(? I'm not sure if it only works on ambientsound)
   pitch based on owners velocity

and now in some newer rev of 227 it's

if sound has no owner,

pitch sound based on viewers velocity

if sound has owner,

pitch sound based on viewers and owners velocity combined(?)

So 227's galaxy does an algorithm different than any retail unreal version that I know of


setting dopplerspeed a huge number (like 99999999) in galaxy will "restore" 226b-like behavior for everything but ambientsounds which should pitch
  
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medor
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Re: Issues with all three audio devices
Reply #11 - Jan 20th, 2015 at 12:37pm
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I'm under windows 8.1 and UT99
Test all driver sounds with no success.

For one to two minutes my sound playing is good but i have this error and my sound is destroy ( crackling and video have jolt )

Search error here but no solving http://www.unrealkillers.com/f33/crackling-soud-5616/

Never do that with xp and seven ( same hardware)
  
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Re: Issues with all three audio devices
Reply #12 - Jan 20th, 2015 at 7:37pm
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if you want to find help here, please don't refer to other forums or pages- aside the fact that this page reset and failed 3 times already within 5 minutes.

We need logs, what you tried exactly, what renderers you already tried (in detail) and if these produced the same error messages and/or crashes.

Not sure if you've seen this: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1399614690
already.
  

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medor
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Re: Issues with all three audio devices
Reply #13 - Jan 21st, 2015 at 1:25am
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I have try OpenAL_v1.3 and 1.4 it's the same issue.
and try Glid to.

  
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Re: Issues with all three audio devices
Reply #14 - Jan 21st, 2015 at 6:55am
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then I really need the logs from the different renderers. Could simply copy into pastebin.com

What about old FMod from OMP?
  

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