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Overflowing the sound channels distorts music.
Posted: Mon Sep 27, 2010 7:40 am
by スマイル・ドラゴン
On FMOD and OpenAL, if you were to overflow the sound combining effects like reverb and doppler, the music engine will hang\produce stuck notes, or incorrectly toned notes, and sometimes loop stuck notes.
Don't know if this was reported before but it's very annoying but amusing at the same time..
Re: Overflowing the sound channels distorts music.
Posted: Mon Sep 27, 2010 10:19 am
by Smirftsch
don't know what you expect here, what about not overflowing them?
Re: Overflowing the sound channels distorts music.
Posted: Mon Sep 27, 2010 7:25 pm
by Hyper
I don't know if I fully understand this, but I remember that Creative's EAX effects have certain safe ranges in which the effects can be used safely without distortions. Only in the advanced EAX control panel you could override these.
So, indeed, just don't go beyond the safe ranges. I don't know whose responsibility that is. The audio driver, the game's sound system or the mod programmer.
Re: Overflowing the sound channels distorts music.
Posted: Tue Sep 28, 2010 2:14 am
by スマイル・ドラゴン
don't know what you expect here, what about not overflowing them?
NOT overflowing the channels "Like normal gameplay" and the music remains okay, but in extreme circumstances.. (Like tons of explosions, players\objects flung in high velocities, etc...) then the music engine will suffer severe auditory bugs.
Re: Overflowing the sound channels distorts music.
Posted: Tue Sep 28, 2010 9:36 am
by .:..:
Go blame FMod team for their buggy audio codework then (yes ALAudio driver uses FMod for music playback too).
Re: Overflowing the sound channels distorts music.
Posted: Tue Sep 28, 2010 2:13 pm
by Smirftsch
well, so far i encountered no situation in which this happened. Could you post a scenario and your current audio settings?
Either way its probably in fmod, as dots already said.
Re: Overflowing the sound channels distorts music.
Posted: Tue Sep 28, 2010 8:23 pm
by Blu3Haz3
I know a solution to this, you are using a wider variation of sounds. What you need to do is go to your sound properties with your desktop. And change the sound quality lower, not necessarily lowering the volume but the sound quality makes a huge difference on performance. And if your computer doesn't have a sound card, it is forcing a lot of this stress onto your cpu. Keep an eye out for that bit.
Re: Overflowing the sound channels distorts music.
Posted: Tue Sep 28, 2010 9:14 pm
by Pravin
Not really. This problem has nothing to do with sound quality, but quantity. I think he gets this problem when spamming boulders. i.e. summon boulder hundreds of times. I'm also interested as to where an overflow would occur in normal gameplay...
Re: Overflowing the sound channels distorts music.
Posted: Wed Sep 29, 2010 2:01 pm
by スマイル・ドラゴン
Go blame FMod team for their buggy audio codework then (yes ALAudio driver uses FMod for music playback too).
If you guy's hate FMod so much why don't you use something ELSE to handle module playback? Like SchismTracker or ModPlug? (although I now detest that library...)
Also, the problem I'm TRYING to explain, is if you have ALOT of sounds playing at once, say, 32 channels or 64 channels all filled up, the music player will start to screw over big time, and even worse if you, the player, are moving at ridiculous velocities or something else is....
Like the map I sent you before Smirftsch, that crashed the .DLL altogether, I can make a one that wont cause a .DLL crash but will send the music off whack if you need something to reproduce this with.
Re: Overflowing the sound channels distorts music.
Posted: Wed Sep 29, 2010 3:54 pm
by Smirftsch
never said I'd hate FMod. Indeed its one of the most flexible, functional and easy api's I know. Works without big problems in Lin/Win/Mac.
Still it has its own issues, probably as any other modplayer. For OpenAL I used mikmod in the beginning.
Yes, please prepare me something, I never encountered that problem, also I've never seen a situation which was able to max out the channels.
Re: Overflowing the sound channels distorts music.
Posted: Thu Sep 30, 2010 3:41 am
by スマイル・ドラゴン
Sure thing I'll get right on it, but usually I was able to do this in Pravin's server abusing "ThrowID " and overflowing my sound channels with random spam, while on Mario's World 2007.
Re: Overflowing the sound channels distorts music.
Posted: Thu Sep 30, 2010 10:32 am
by Age
http://www.filefront.com/17335258/SoundSpam.zip
summon: SoundSpam.SoundSpam
You may not hear anything but it maxes channels that should mess some notes.
Type AStat Audio in console to see.
Its lifespan is 5 so you need to summon more when it expires.
Also it's laggy.
Re: Overflowing the sound channels distorts music.
Posted: Thu Sep 30, 2010 11:15 pm
by Pravin
http://www.filefront.com/17335258/SoundSpam.zip
summon: SoundSpam.SoundSpam
You may not hear anything but it maxes channels that should mess some notes.
Type AStat Audio in console to see.
Its lifespan is 5 so you need to summon more when it expires.
Also it's laggy.
No crappity smacking shit it's laggy. This is the crappiest code I've seen in years! What the hell were you thinking!!?
This is the legendary AgeCode:
Code: Select all
function Tick(float deltatime)
{
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
Spawn(class'Sefff');
}
The rest of the code is hidden/obfuscated. Nice one,
Anyways, I believe that this "issue" is a User Issue. No offense, but this is a little extravagant.. to try to fix this. Who cares? It sounds hilarious, and it doesn't happen during normal circumstances. It's like deleting all actors and then wondering why the game doesn't work. :/
Re: Overflowing the sound channels distorts music.
Posted: Thu Sep 30, 2010 11:23 pm
by スマイル・ドラゴン
The music engine in FMod still has bugs not LIMITED to what I experienced in the server abusing ThrowID like that.
Some songs don't seem to want to sound right or can't go past a certain pattern. But there's still a fair share of songs that always seem to sound different regardless of what you use to play it back. (K_Vision, RazorUB, fire, and so forth.)
In general, I'm a purist.. I want the music to sound like what they sound like on the original tracker, SchismTracker works well with IT better than any other 3rd party player. SchismTracker's source code is also open sourced too.
Re: Overflowing the sound channels distorts music.
Posted: Fri Oct 01, 2010 2:11 pm
by Smirftsch
if it would have been available and as functional like fmod when we first build OpenAL and FMod it would be maybe OpenAL and Schism today.
But to switch again is a lot of work and requires a lot of debugging also to make it as stable and reliable, so its pretty much out of question (now).
Also there is never a guarantee it will work flawlessly if implemented because Unreal has quite its "own way to handle things".
Ogg and Mp3 f.e. seems to be quite new in Schism and is only available in latest development snapshot, not even sure if its stable enough already.
You see, many things to consider...^^
Re: Overflowing the sound channels distorts music.
Posted: Sat Oct 02, 2010 12:06 am
by スマイル・ドラゴン
I've tried Schism out myself, it seems pretty stable enough, but I'd only recommend that for IT since that's what it's DESIGNED to re-implement, bit-wise accurate playback of ImpulseTracker v2.14 modules.
And yeah I don't doubt that Unreal handles everything "in it's own way", considering how everything works in the engine itself..
Other than using Schism or ModPlug I don't know if there could be any improvement for module playback but since 227 is allowing .MID .MP3 and .OGG playback I'm sure everyone's flocking to that now which saddens me, since I appreciate tracked music and it's quality.
In terms of Schism I wish there were accurate enough players for S3M and XM, but I don't know of any, other than the original MS-DOS programs themselves.
What REALLY annoys me out of all is, how different EACH tracker playback program handles everything radically different, it's like even with the specs on each tracker someone just decides to mess up or do it differently, which causes alot of inconsistencies in listening to the files, but sadly there's little to do about it. (I doubt Galaxy could handle all of the acid test IT files that Schism is tested against..)
I can only imagine what Alexander Brandon, and Micheal Van Den Bos had to go through just to make music for Unreal, considering Galaxy's limitations...