Playsound volume discrepancy between OpenAL and FMOD EX

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Expand view Topic review: Playsound volume discrepancy between OpenAL and FMOD EX

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by camaxide » Sat May 27, 2017 7:43 am

Seem it's only a handful of the reverbs which are very different (of which one of my level used alot) so I'll just go over my maps and change those reverb id's - was a bit surprised something like that would change with the sound engine :)

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by camaxide » Sat May 27, 2017 5:01 am

For me reverbs play back very differently between fmodex and openal - and as the 3.0.0 now only use openal all my maps seem to have big issues where the sound is all over the place. Is there a setting that solves this? or can't openal reproduce the reverbs fmodex plays for gzdoom?

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by Graf Zahl » Wed Nov 25, 2015 6:01 am

added the missing 'vol' multiply.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by edward850 » Mon Aug 31, 2015 2:58 am

ReedtheStrange wrote:One difference that I've noticed with Fmod, however, is that sounds cut each other off (which makes some of my longer machinegun sounds sound very awkward). Any rapid-fire weapon with and echo to the firing sound loses a lot of its effect.
That's not FMOD, that's Doom. Actors will only play one sound per channel.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by ReedtheStrange » Mon Aug 31, 2015 2:56 am

I'm also having some similar issues with OpenAL. It makes it very confusing and frustrating when trying to figure out where an enemy is, and that's even when it's a map that I made. I have noticed that spawn and attack sounds attenuate properly, but sounds using the A_Playsound function don't attenuate no matter what I change the DECORATE values to.

FMod Ex does not have this problem however. One difference that I've noticed with Fmod, however, is that sounds cut each other off (which makes some of my longer machinegun sounds sound very awkward). Any rapid-fire weapon with and echo to the firing sound loses a lot of its effect.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by ibm5155 » Sun Jul 19, 2015 10:55 am

Can confirm the same problem with cursed maze, I can hear the monster heart beat from everywhere.
Also there's a weird sound happening over the teleport time, idk how to describe, but it sounds different from fmod

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by VoidMage » Tue Jun 23, 2015 5:36 pm

...unless alBufferData was moved from Load stage (LoadSound/LoadSoundRaw) to Play stage (StartSound{,3D}), but that could result is some noticeable delays...

...or so it seems...

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by Chris » Tue Jun 23, 2015 2:39 pm

VoidMage wrote:Downmixing at load for 3d sounds sounds the best, but might be hard to implement, as it seems it's unknown at load we'll be playing that particular sound as 3d.
Right, and it's a possibility (at least from the backend's POV) for a multichannel buffer to be played in 3D and non-3D, so you'd potentially have to manage two separate buffers.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by VoidMage » Tue Jun 23, 2015 1:46 pm

Just my opinion, but in this context, position is about as important as volume, so 'the easiest way' would probably be also wrong.

Downmixing at load for 3d sounds sounds the best, but might be hard to implement, as it seems it's unknown at load we'll be playing that particular sound as 3d.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by Chris » Tue Jun 23, 2015 3:45 am

Graf Zahl wrote:It should do what the previously used API does with it in order to ensure compatibility. Having FMod and OpenAL do different things is the worst outcome of all.
Sure. The easiest thing to do would be to use manual gain handling when StartSound3D tries to play a non-mono sound, and change the manual gain to set the source's gain instead of its distance. That won't do 3D positioning for multi-channel sounds, but it should fix the volume. I'll see what I can do tomorrow.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by Graf Zahl » Tue Jun 23, 2015 12:48 am

It should do what the previously used API does with it in order to ensure compatibility. Having FMod and OpenAL do different things is the worst outcome of all.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by Chris » Mon Jun 22, 2015 10:02 pm

3D positioning and non-mono sounds don't mix. Most 3D audio APIs don't handle this (dsound even explicitly removed it after dx7), or can only handle it in limited capacity (either applying only attenuation with no 3D positioning, or effectively down-mixing to mono). I have considered adding a toggle in OpenAL Soft to do one of these, but really, if the sound is meant to be played in 3D it should be mono, rather than having the engine or audio API second-guess how to play the sound.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by VoidMage » Sat Jun 20, 2015 11:26 am

...OK, this part is a bit nasty and I don't have a good solution yet...
The problem with that wad is that those sounds are both 3D and stereo.
Once I've downmixed those two sound to mono, they were played at correct volume.
Even FMOD doesn't deal with it quite correctly on its own - FMODSoundRenderer::StartSound3D has a workaround for that case where it halves the volume of each channel (I wonder how good that works while the sound has more than two channels).
OpenAL backend doesn't have any workaround for this yet and my initial googling says it won't be pretty.
It seems that people tend to solve this in a similar way, that FMOD seems to do, that is play each channel independently...
Yuck.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by Edward-san » Thu Jun 18, 2015 1:46 pm

The fix mentioned by VoidMage does not work with the complex example wad, though it helps with the candle one.

Re: Playsound volume discrepancy between OpenAL and FMOD EX

by unknownna » Thu Jun 18, 2015 12:57 pm

Here's an example WAD requested by Edward-san:
complex_sound_01.zip
zdoom -iwad doom2.wad -file complex_sound_01.zip +map map01
(243.77 KiB) Downloaded 65 times
It contains a monster (PlasmaGunner) from Complex Doom. It seems that you can hear the weapon sounds at full volume from any distance. For some reason it doesn't seem to happen when using vanilla sounds.

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