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

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Expand view Topic review: [all versions up to 2.1.7] No volume curve for stereo sounds

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

by phi108 » Fri Apr 04, 2008 9:33 am

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.

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

by Graf Zahl » Fri Apr 04, 2008 9:23 am

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.

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

by phi108 » Fri Apr 04, 2008 8:30 am

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.

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

by Graf Zahl » Fri Apr 04, 2008 1:47 am

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?

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

by wildweasel » Thu Apr 03, 2008 7:13 pm

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.

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

by randi » Wed Apr 02, 2008 9:47 pm

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?

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

by wildweasel » Sat Mar 29, 2008 3:02 pm

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.

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

by Slasher » Sat Mar 29, 2008 2:45 am

MDenham wrote:As he's only been gone a week, I suspect it's just Spring Break and he's on vacation with his family.
I'm not freaking out or anything. I was just wondering. If that's the case, he would've known about it ahead of time and he could have given us a heads up since we'd be wondering why all of a sudden his repository has stopped updating.

You're probably right. He's probably just somewhere having fun.

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

by MDenham » Sat Mar 29, 2008 2:42 am

Slasher wrote:What ever happened to RazTK? Does anyone know where he went and why he's not updating his repository?
As he's only been gone a week, I suspect it's just Spring Break and he's on vacation with his family.

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

by Slasher » Sat Mar 29, 2008 2:25 am

What ever happened to RazTK? Does anyone know where he went and why he's not updating his repository?

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

by Graf Zahl » Sat Mar 29, 2008 1:44 am

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

by wildweasel » Fri Mar 28, 2008 10:41 pm

Hmm, well unfortunately I'm not equipped to compile an SVN build, and don't know anybody that could compile one for me, so I'll have to wait on this one.

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

by MDenham » Fri Mar 28, 2008 6:29 pm

wildweasel wrote:As of r841 (from RazTK's repository), the stereo sounds in WWHC-Diaz that I'm using for player weapons are currently playing in mono from the player's perspective. It's a little hard to tell without headphones at the moment, so I can test it further with a specially designed sound if needed. I haven't tested positional sounds yet but can do so in about an hour.
The fix postdates r841, so you'll need to cadge a later one off someone (I'd put one up myself, but I don't have any web space to put it to yet - waiting on my domain name right now).

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

by wildweasel » Fri Mar 28, 2008 6:21 pm

As of r841 (from RazTK's repository), the stereo sounds in WWHC-Diaz that I'm using for player weapons are currently playing in mono from the player's perspective. It's a little hard to tell without headphones at the moment, so I can test it further with a specially designed sound if needed. I haven't tested positional sounds yet but can do so in about an hour.

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