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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Sound issues
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Sound issues
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....
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....
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Sound issues
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
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
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Sound issues
which audio device(s) are effected?
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Sound issues
I tried it under OpenAL.which audio device(s) are effected?
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Sound issues
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...
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...
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Sound issues
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.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...
☆
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Sound issues
Issue seems simple but not sure if the fix is.
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Sound issues
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.Issue seems simple but not sure if the fix is.
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Sound issues
the eax effects/reverb issue, i'll check out the sound one
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Sound issues
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.
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.
Last edited by []KAOS[]Casey on Thu Mar 11, 2010 3:27 am, edited 1 time in total.
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Sound issues
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....
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....
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Sound issues
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.
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Sound issues
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.
Last edited by Leo T_C_K on Thu Mar 11, 2010 8:06 am, edited 1 time in total.
- Smirftsch
- Administrator
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- Location: NaPali
- Contact:
Re: Sound issues
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.
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.
Last edited by Smirftsch on Thu Mar 11, 2010 12:03 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Sound issues
You are right, sorry. It seems I used Fmod in 227f, the issue is in 227f's OpenAL as well.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.


