Chris wrote:It almost looks like OpenAL Soft's click/pop prevention isn't working as well as it should. I mean, it seems to be doing exactly what it should -- I can see in the 4.5 waveform where the sound stops mixing at the start of an update, and then slowly fades the DC offset back to 0 over the update (rather than immediately snapping to 0, which as noted in the other thread, would just as well cause clicks/pops). I don't know if the still-audible pops are a limitation of the method, or if the fade should be more logarithmic instead of linear, or whether it's acting too fast or too slow, or something else unrelated that the old version just hides better.
It doesn't seem to be so bad for me, though. When I run your test map, if I listen closely I can make out a small bit of popping sometimes, which is consistent with all my testing thus far; in GZDoom and other OpenAL apps, clicks/pops from sounds being stopped are all but gone, unless I listen really closely I can sometimes hear it a little. But I do hear it more pronounced in your recordings, for some reason.
Chris: the pop is louder when the player moves faster (in Enjay's map - moving faster means you pick up more of the armor bonuses in a shorter amount of time, increasing the probability for the clicks to happen because they sounds are playing so
close to each other)