[all versions up to 2.1.7] No volume curve for stereo sounds

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by wildweasel »

Graf Zahl wrote:Try this one:

http://www.rowand.myzen.co.uk/r858.zip
Player-originating sounds still only play in mono. I have prepared a test wad to demonstrate this. Simply load the wad and start a new game, and then jump. The resulting sound should test the stereo sound channels - in the left speaker, it should say "Left channel", and after that, the right speaker should say "Right channel". As of the r858 build linked above, the sound currently plays in mono, meaning both speakers will be hearing both messages.

GZDoom 1.1.0, which uses the old FMod.dll, does not have this problem. Each sound only plays in its designated speaker.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by randi »

wildweasel wrote:Player-originating sounds still only play in mono.
Fixed. How was the rolloff for sounds emitted by other things with 858? I presume it worked fine?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by wildweasel »

It works excellently - just tested that right now by taking the example wad and renaming the one sound to DSPISTOL and letting the zombies fire at me for a while. It's perfect. I think you can consider this one fixed.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by randi »

Yay!
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by Graf Zahl »

So, the sound code seems to be working again. I have tested it extensively in the last week and so far haven't found any serious issues. A few sounds sound a little different due to the 3D processing (most notably DSSTNMOV and DSTELEPT) but that's the only thing I noticed that some people might complain about.

How about a new release so the general public can enjoy it?
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by phi108 »

There are still a couple of problems that I can hear with 871:

-plats/pt1_mid (dsstnmov), and the faster lift raising and lowering sound that I can't find in sndinfo, doesn't play in stereo sound, and it doesn't respond to the HRTF filter. (also some heretic lift sounds behave the same way)

-firing a pistol and killing a zombieman can cancel out the sound for one or two pistol shots.

-I can't hear enough demon/melee (dssgtatk) at one time.

and sorry if it's already fixed.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by Graf Zahl »

phi108 wrote:There are still a couple of problems that I can hear with 871:

-plats/pt1_mid (dsstnmov), and the faster lift raising and lowering sound that I can't find in sndinfo, doesn't play in stereo sound, and it doesn't respond to the HRTF filter. (also some heretic lift sounds behave the same way)
I haven't fully understood how it works but I think this was done intentionally. There is some specific check in the sound sequence code.
-firing a pistol and killing a zombieman can cancel out the sound for one or two pistol shots.
Never encountered that after r869. And I played a lot of Doom recently. But there was a specific check missing for sounds coming from the current camera actor. They should never be subject to limiting.
-I can't hear enough demon/melee (dssgtatk) at one time.
[/quote]

It's limited to 2 as it always was. But this one can handle a few more so I increased the limit to 4.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [all versions up to 2.1.7] No volume curve for stereo sounds

Post by phi108 »

Well it seems very inconsistent when the raising platform sound isn't stereo, and then the final plats/pt1_stop (dspstop) is in stereo and HRTF'd. What was the vanilla behavior for these lifts? This really ruins the sound test I always do at the final set of stairs on E1M8.
Post Reply

Return to “Closed Bugs [GZDoom]”