I'm sorry that this is a bit vague but I thought it was worth reporting in case someone else has noticed the same problem and could, perhaps, shed some more light on it. Unfortunately it's one of those annoying intermittent problems.
Anyway, sometimes one of the sounds in game doesn't sound "right". I guess the way that I would describe it is that sometimes a sound (perhaps not even for the full duration of the sound's length) seems to be louder than it should. eg a distant exploding barrel or a far-off dying or waking enemy sound momentarily as if they are right next to you. I'm not sure if there is any distortion in the sound itself - perhaps a little but not particularly obviously so, so perhaps not.
Sorry, that's all I have. :/
r2280 occasional odd sounds
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Re: r2280 occasional odd sounds
OK, I think that I have tracked down when this happens. If you are completely stationary, sounds play as if they are right next to you. If you are moving, even a little bit they get played at the correct volume for their distance. If you start moving while a sound is playing, the sound goes from loud to quiet.
This video demonstrates it.
http://www.zen64060.zen.co.uk/soundproblem.wmv
[edit] I can't track it down completely but I just tried GZdoom r766 which is based of of r2272 and it does not show the problem[/edit]
[edit2] r2273 is the first revision that shows the problem. [/edit2]
This video demonstrates it.
http://www.zen64060.zen.co.uk/soundproblem.wmv
[edit] I can't track it down completely but I just tried GZdoom r766 which is based of of r2272 and it does not show the problem[/edit]
[edit2] r2273 is the first revision that shows the problem. [/edit2]
Last edited by Enjay on Fri Apr 16, 2010 5:45 pm, edited 1 time in total.
Re: r2280 occasional odd sounds
I seem to be having a similar problem, distant sounds are always playing, sometimes quiet, sometimes loud depending on where you are in the map.
It is with custom decorate objects, I can post the code if required.
It is with custom decorate objects, I can post the code if required.
Re: r2280 occasional odd sounds
If you try r2272 from here http://svn.drdteam.org/zdoom/ and the problem goes, then it's the same bug.
- NeuralStunner
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Re: r2280 occasional odd sounds
Seemingly nothing about sound handling in that revision according to the change log. Just some MUS stuff, although there was someting about FMOD Ex in r2271...
Last edited by NeuralStunner on Fri Apr 16, 2010 6:26 pm, edited 1 time in total.
Re: r2280 occasional odd sounds
Yeah definitely the same bug, whenever you stand still the sounds play at full volume from 2273 - 2280. It's all good in 2272.Enjay wrote:If you try r2272 from here http://svn.drdteam.org/zdoom/ and the problem goes, then it's the same bug.
Re: r2280 occasional odd sounds
Yes, I had a look at the changelog myself. I think the change in that revision was the first of a few to address a problem with a WAD that had its mus lump embedded inside a WAD inside the main WAD (DIESCUM.WAD). I've tried r2272 and it is fine but r2273 isn't. There was a small change to fmodsound.cpp in r2273 so maybe that's where the problem crept in.NeuralStunner wrote:Seemingly nothing about sound handling in that revision according to the change log. Just some MUS stuff, although there was someting about FMOD Ex in r1771...

- NeuralStunner
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Re: r2280 occasional odd sounds
Crap. I meant 2271. I don't know where the 17 came from (except that it's the first two numbers of the oldest ZDoom revision I have on my HD).NeuralStunner wrote:r1771

Could be.Enjay wrote:There was a small change to fmodsound.cpp in r2273 so maybe that's where the problem crept in.
When I tested from the start of MAP01, I fired the pistol and woke the two zombies. The first little bit of their see sounds was at full volume, but it rapidly dropped back to normal. Perhaps because they started moving?
Re: r2280 occasional odd sounds
Dur hur hur. That's not supposed to be there.Enjay wrote:There was a small change to fmodsound.cpp in r2273