Search found 2748 matches
- Fri Jul 11, 2025 5:02 am
- Forum: Feature Suggestions [GZDoom]
- Topic: S_Startsound sound environment argument
- Replies: 4
- Views: 93
Re: S_Startsound sound environment argument
The thing is, the sound environment IDs just specify effect parameter presets, not effect processors. Simply specifying an environment ID to a sound to play introduces ambiguity and can create unexpected costs depending on what environments are used (e.g. if you play 10 sounds with 10 unique ...
- Wed Jul 09, 2025 5:47 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: S_Startsound sound environment argument
- Replies: 4
- Views: 93
Re: S_Startsound sound environment argument
It is possible to add in theory, though I'm not really sure the ideal way to do it. Currently only one environment reverb can be active at a time, and sounds can be excluded from the environment reverb by using the CHANF_UI flag, but can't be given a unique environment. As far as OpenAL Soft (what ...
- Tue Jun 10, 2025 6:32 pm
- Forum: Bugs [GZDoom]
- Topic: Taking a screenshot with Controlled folder access on crashes the game
- Replies: 2
- Views: 130
Re: Taking a screenshot with Controlled folder access on crashes the game
It seems to me that you are going to a lot of trouble for little benefit. You could simply specify a folder in the ini file where to save a screenshot. eg: screenshot_dir=D:\SCREENSHOTS\SCREENSHOTS_GZDOOM I think the concern is more about the crash when it couldn't save the screenshot to the given ...
- Sat Apr 19, 2025 1:57 pm
- Forum: Scripting
- Topic: Best way to give player explosion tinnitus?
- Replies: 12
- Views: 473
Re: Best way to give player explosion tinnitus?
(Side note, I believe OpenAL does have low and highpass parameters for sounds, it's just not exposed to mods in ZDoom) It does, and you're correct. Currently a low-pass filter is applied to all non-UI sounds when underwater (which also forces the Underwater reverb preset and lowers the pitch of ...
- Sat Mar 29, 2025 9:57 pm
- Forum: Scripting
- Topic: Question about PitchShift and how to get it for only a small subset of sounds
- Replies: 2
- Views: 163
Re: Question about PitchShift and how to get it for only a small subset of sounds
Don't know if this may be the issue or not, but by the looks of it, $pitchshiftrange <value> sets the current pitch shift range to be inherited by future sound definitions. However, sounds already defined are untouched, and it is possible to set the pitch shift range of a sound explicitly using ...
- Mon Mar 24, 2025 6:32 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Add Hard-Coded Sound Environments to reverbs.txt
- Replies: 3
- Views: 241
Re: Add Hard-Coded Sound Environments to reverbs.txt
From what I know, there's a couple parts to the hard-coded environments to be cognizant of (whether or not they're ultimately moved to reverbs.txt). For one, the hard-coded/built-in environments aren't allowed to be overridden by mods (as determined by ID, not name). Attempts to do so are silently ...
- Thu Feb 20, 2025 2:11 pm
- Forum: Mapping
- Topic: A hole that players go into but enemies walk over?
- Replies: 7
- Views: 769
Re: A hole that players go into but enemies walk over?
I'm curious how that would affect pathing. Does the enemy AI consider objects they can walk on as a valid path, or would it still try to avoid the holes since the map geometry has the lowered floor?
- Fri Jan 17, 2025 3:29 am
- Forum: Technical Issues
- Topic: GZdoom 4.14 macOS apple studio displayer speaker bug
- Replies: 1
- Views: 1371
Re: GZdoom 4.14 macOS apple studio displayer speaker bug
Does the console show the device being opened? Does it successfully open and just not output anything, or does the device fail to open?
- Fri Jan 17, 2025 2:11 am
- Forum: Bugs [GZDoom]
- Topic: Playing sounds for movies is temperamental (4.14.0)
- Replies: 5
- Views: 1225
Re: Playing sounds for movies is temperamental (4.14.0)
Are any messages printed to GZDoom's console? Increasing the console log verbosity may possibly help show what it's doing and why it's not playing the audio track.
Are any other sounds playing when the movie starts? If so, is it a lot?
Are any other sounds playing when the movie starts? If so, is it a lot?
- Sat Jan 04, 2025 4:58 pm
- Forum: General
- Topic: Some ideas on optimizing rendering of big maps
- Replies: 21
- Views: 8046
Re: Some ideas on optimizing rendering of big maps
And here's how I'd like it to be done: 1) Discriminate between static and dynamic geometry; 2) Find out about possible changes in dynamic geometry, e.g. scan for how sectors and linedefs are affected in height, texturing and brightness, find out for triggers and scripts referencing them, then ...
- Sat Dec 21, 2024 5:10 pm
- Forum: Bugs [GZDoom]
- Topic: 4.14's openal update causes muffled sound effect
- Replies: 3
- Views: 2055
Re: 4.14's openal update causes muffled sound effect
The "Default" audio resampler option seems to default to "4-Point Gaussian" now instead of "Linear" as it previously did. The previous resampler (since OpenAL Soft 1.23) was Cubic Spline, before that it was Linear. OpenAL Soft 1.24 added a new 4-Point Gaussian resampler and made it the default ...
- Fri Oct 18, 2024 11:34 am
- Forum: Bugs [GZDoom]
- Topic: 4.13 This Music Track No Loger Works
- Replies: 20
- Views: 3321
Re: 4.13 This Music Track No Loger Works
As a small update, it doesn't seem as though MPG123_NO_FRANKENSTEIN is the cause of the failure with libsndfile, though the disparity between older and newer GZDoom versions is likely as said. Older releases have a ZMusic build that uses libmpg123 directly itself, which works (and is why it works ...
- Thu Oct 17, 2024 6:06 pm
- Forum: Bugs [GZDoom]
- Topic: 4.13 This Music Track No Loger Works
- Replies: 20
- Views: 3321
Re: 4.13 This Music Track No Loger Works
FWIW, it seems libsndfile isn't detecting either of the files for me either, meaning it's libmpg123 that manages to handle the files. I'd still call this an issue in libsndfile either way , if nothing else the ID3v2 tag in the first file should give it a confidence boost that there's supposed to be ...
- Thu Oct 17, 2024 8:03 am
- Forum: Bugs [GZDoom]
- Topic: 4.13 This Music Track No Loger Works
- Replies: 20
- Views: 3321
Re: 4.13 This Music Track No Loger Works
I'll check out the git build when I get a chance but it's interesting that older GZDoom versions played it OK, the current official version doesn't and then a newer build does again. It's also possible there's something particular about my build set up. Since I'm on Linux, it could be related to me ...
- Thu Oct 17, 2024 7:14 am
- Forum: Bugs [GZDoom]
- Topic: 4.13 This Music Track No Loger Works
- Replies: 20
- Views: 3321
Re: 4.13 This Music Track No Loger Works
It seems to work for me, using a recent Git build (GZDoom commit 8e4080f8d16695b9c26475a1732feda2c7efe7f8, ZMusic commit 519b76b6e7a89752757732561ff2cada3cd7d221). Looking at the file, it starts with an ID3 tag followed by a whole lot of nothing. The MP3 data doesn't start until the 3,370th byte ...