GZDoom 3.1.0 Released

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Re: GZDoom 3.1.0 Released

Postby Chris » Sun Jun 11, 2017 12:15 am

camaxide wrote:https://www.dropbox.com/s/0u7j20h72vtiouf/Reverbs.wad?dl=0
There is a file showing the sound clippings - all 3 black zones cause clipping when entering/leaving them - they are all different values with other values around them.
please tell if it can't be reproduced right - I've taken a sound into the file (vent sound) as it is loud enough to reproduce clipping consistent.

Are you sure you properly installed 3.1.0? The clicking when changing reverbs was fixed in OpenAL, and I believe GZDoom includes the fixed DLL. I tested the map in my build of both GZDoom and OpenAL, and it sounds fine.
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Re: GZDoom 3.1.0 Released

Postby Graf Zahl » Sun Jun 11, 2017 1:21 am

AFAIK the devbuilds still come with the outdated version. I have no control over that package.
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Re: GZDoom 3.1.0 Released

Postby _mental_ » Sun Jun 11, 2017 1:58 am

I compared the latest GZDoom using OpenAL-Soft at f54946f with ZDoom 2.8.1 using FMODEx 4.44.64 on the provided test map.
Clipping is quite noticeable with OpenAL and transitions seem to be too sharp. With FMOD there was no clipping and transitions are smoother.
As for raining sound issue I cannot reproduced it after several attempts. Stereo effect is persistent for that sound I didn't hear at all near the spawn point.
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Re: GZDoom 3.1.0 Released

Postby camaxide » Sun Jun 11, 2017 8:56 am

_mental_ wrote:I compared the latest GZDoom using OpenAL-Soft at f54946f with ZDoom 2.8.1 using FMODEx 4.44.64 on the provided test map.
Clipping is quite noticeable with OpenAL and transitions seem to be too sharp. With FMOD there was no clipping and transitions are smoother.
As for raining sound issue I cannot reproduced it after several attempts. Stereo effect is persistent for that sound I didn't hear at all near the spawn point.


Thanks for the test _mental_

The rain effect is very very subtle in this test map - I have to ramp my headset to max to even hear it a tiny bit - on my actual map the effect is also low, but much more present than the test-map. as I don't understand what causes it I havent been able to reproduce it as strongly as in my actual map. (but the actual map uses my mega-wad and is a very large file to share)

While I used fmodex I never tought much about the transition between different reverbzones - you noticed the reverb changed, but was never a disturbance like now. I hope it's possible to make openal reproduce a similar smooth transition.

ps: yes this counts for both 3.0.0 and 3.1.0
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Re: GZDoom 3.1.0 Released

Postby Bauul » Sun Jun 11, 2017 10:22 am

Graf Zahl wrote:
Notable bugfixes:

  • translucency on weapon sprites works properly


Unfortunately for me this fix actually broke a map of mine, where I had the player sprite translucent to other players but the weapon still solid to the viewer.

Is there a way around this? E.g. can the player sprites be altered using ACS without affecting the weapon sprites?

There's always the backup plan of editing the player sprites themselves in the wad, but I'm hoping there's a simpler solution.
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Re: GZDoom 3.1.0 Released

Postby Major Cooke » Mon Jun 12, 2017 10:54 am

You can file a bug report.
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Re: GZDoom 3.1.0 Released

Postby Bauul » Tue Jun 13, 2017 3:07 pm

I wasn't sure if it counted as a bug or not, but thanks, I will do!
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Re: GZDoom 3.1.0 Released

Postby camaxide » Thu Jun 15, 2017 12:40 pm

I'm not sure whether the crossover between different reverb-zones are controlled by openal internally, or if it's something Zdoom can influence?
But the sharp transition and cracking-sound between zones is quite unfortunate
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Re: GZDoom 3.1.0 Released

Postby Herculine R. » Thu Jun 15, 2017 7:34 pm

Again many thanks for all the work all you fine folks continue to put into this. Awesome job everyone!
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Re: GZDoom 3.1.0 Released

Postby camaxide » Sat Jun 17, 2017 2:34 pm

Hm.. the openal isnt easy to understand for me.. I play tested my levels today at the home cinema, which is running on a different computer, on a 5.1 surround setup, and it has no issues with sound clipping, and it sounds much more fluent than my work-computer. _mental_ could you share a bit about the setup you are running?

Using my work computer both speakers and gaming-headset gives the same clipping.

My work-computer has the sound connected through a Sound Blaster ZxR card.

I will do some tests both with running the sound through the motherboard on the office computer, as well as running the gaming headset connected to the home cinema computer. I will also try the test-level at the HCPC just to have all combinations covered- and lastly I'll run the home cinema in stereo to check if stereo vs surround makes a difference. Maybe the reason everyone isn't mentioning these problems with clipping is that it does not happen on all setups. I'll write back here with all I'm able to find out from testing.

edit1: connecting my headset straight to the motherboard on my work-computer still gets the same clipping with reverb-transitions
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