Another solution (again, the sound engine has to be coded to do this), is when a new sound is about to played on the same channel, only play the new sound when the old sound's sample has reached a zero-crossing.
Cutting sounds at exactly a zero crossing will guarantee no popping. I have to fix this stuff at work every single day. XD
PSX Itemup sound - click
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: PSX Itemup sound - click
I think what I would really like to see is ZDoom start using dynamic channel allocation - i.e. sound occurs, you can't clobber it with another sound in the same channel. That, however, is likely to require a bit of a rewrite.
Nash is right though - with the last post as well as with the fast-fade - both are viable solutions but I don't know if they can be done with the current sound code. (Honestly, the fade sounds easier as checking for the zero-crossing requires analysis of the sound, itself, which can still play in the background while it is being analyzed)
Nash is right though - with the last post as well as with the fast-fade - both are viable solutions but I don't know if they can be done with the current sound code. (Honestly, the fade sounds easier as checking for the zero-crossing requires analysis of the sound, itself, which can still play in the background while it is being analyzed)
Re: PSX Itemup sound - click
I'd personally go with the fade solution... it won't be noticeable to the human ear because the fade would be happening at the sample level (very tiny)... we basically just don't want to cut off the sound abruptly.
As Rachael said though, we don't really know if the sound back-end can do this, this is mostly pure conjecture from an audio engineering perspective. :D
As Rachael said though, we don't really know if the sound back-end can do this, this is mostly pure conjecture from an audio engineering perspective. :D
Re: PSX Itemup sound - click
If this popping sound thing can be fixed I'll love you. It's the only thing in my TC right now that's off-putting (well, that and the lighting, I haven't integrated the new lighting system yet).
Re: PSX Itemup sound - click
Tracker time.
Go post it!
I have other priorities or I would do this myself. But someone who knows the sound code well enough may be able to pull this off. As I stated before - dynamic channel allocation would be quite the ideal solution, honestly. Hopefully it won't require a revamp from the ground-up, but if it does, hopefully it won't be that difficult.

I have other priorities or I would do this myself. But someone who knows the sound code well enough may be able to pull this off. As I stated before - dynamic channel allocation would be quite the ideal solution, honestly. Hopefully it won't require a revamp from the ground-up, but if it does, hopefully it won't be that difficult.
Re: PSX Itemup sound - click
Linked the tracker post to this thread:Rachael wrote:Tracker time.Go post it!
https://mantis.zdoom.org/view.php?id=232
Re: PSX Itemup sound - click
Excellent!
Thank you.

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: PSX Itemup sound - click
Normally the sound backend should see that no sound aborts like that. I don't think it's fixable on ZDoom's side. Have you actually tested this with both FMod and OpenAL?
Re: PSX Itemup sound - click
I just tried. Both OpenAL and FMODEx show the problem when set as the sound backend (set in sound options menu and then restarting the sound and, just to be sure, quitting and restarting the game too).