Gameplay sound issues.

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Postby Toets » Tue Mar 14, 2006 10:00 am

PHREAK wrote:Hey Stahl,
Also, does anyone elses sounds sound quite metalic and low quality or is it just me?

Nope, it's not just you I'm afraid. In the old forums there were at least 5 people that replied having the same problem. I'm glad you started a new topic here, so the problem doesn't get forgotten.

To sum it all up:
* It looks like it is a windows only problem and the parameters that work for Linux users don't make any difference
* It looks like the problem occurs with people who are using an on-board soundchip
* All sounds are very muzzled
* Own sounds sound loud enough, but very metallic / toyish
* There is no way you can tell who is shooting at you since you can only see that you're being hit, but can't hear where it's coming from at all.
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Postby tChr » Tue Mar 14, 2006 10:26 am

Toets wrote:* There is no way you can tell who is shooting at you since you can only see that you're being hit, but can't hear where it's coming from at all.

This is the only of the mentioned problems that applies to me. Windows nexuiz.exe SB Live! 2.0
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby Toets » Mon Apr 10, 2006 12:12 pm

I've played 1.2 again this weekend and the difference is remarkeable! In 1.2 I can clearly hear where shots are coming from. I can hear where players are located because I can hear them walking, jumping, taking jumppads, picking up weapons, going thrue teleporters, shooting and so on. In 1.5 I can only hear myself, my own fire and the sound off flying bullets. I DON'T hear anything from other players (nor where it's coming from) and it's starting to drive me insane!
This is not a rant, but I had to type some intro to refresh your mind :wink:

Anyway, since it drives me insane (because it's almost unplayable), I want to try out some things myself. First off all I want to check if it's the new ogg sounds or not, before I start digging into something else.
I've noticed that the attribution of sounds happens in the files located in "gamesource15/qcsrc-15/server/gamec". If I extract "gamesource15.zip" and just edit and save the files in "gamesource15/qcsrc-15/server/gamec" with WordPad for example and assign the old wav sounds, will these changes take affect or do I have to recompile everything?
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Postby Toets » Tue Apr 11, 2006 9:14 am

Ok, I've unpacked the pk3 file in the data directory and replaced all "misc" and "weapons" sounds with the old 1.2 sounds. I've unpacked the gamesource and changed all files where those sounds were referenced, to use the 1.2 sounds (wav instead of ogg).

I guess I have to recompile Nexuiz now? But how do I do this? What program do I need for this and can I download it somewhere? Can someone guide me thrue the process of compiling Nexuiz? I don't have any experiance in building applications other than the PowerBuilder applications I make, so go easy on me :wink:

If the replacing of the sounds doesn't do the trick, I'll have a go at the sound engine. Are those the "snd_" files in the darkplaces directory under the "nexuizenginesource" zip file?

Btw, I'm using Win XP Pro SP2 if that should make any difference...
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Postby esteel » Tue Apr 11, 2006 9:54 am

Oh i just noticed i did not write to you regarding all those sound problems.. sorry.

I'm not sure maybe its ok if you rename the .wav files from 1.2.1 to .ogg to replace the 1.5 versions. Should hopefully work without recompiling anything. Though this should not be done for something official :).

If you want to recompile it anyway you need fteqcc from here: http://sourceforge.net/project/showfile ... _id=129507
Just put fteqcc.exe into the server directory and start it from there. It should create a progs.dat which is the compiled gamelogic (maybe its in ../.. can't check right now). There is actually nothing more to do for this. But i'm not totaly sure if the newest version of fteqcc will work. (If not try the 2600 or 2501 version)

Yeah i think the snd_ files are the ones you are searching, but i did not really look much into DP yet.

Maybe you want to try this sound test program i meantioned here: http://www.forums.alientrap.local/viewtopi ... =3322#3322
Last edited by esteel on Thu Aug 31, 2006 7:49 pm, edited 1 time in total.
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Postby Toets » Wed Apr 12, 2006 9:56 am

Thanks for the info esteel (as usual) !

I've recompiled and tried with the 1.2 sounds, but besides the fact that I like these sounds better (personal preference) it doesn't seem to make any difference. I still can't really hear incoming fire nor distance or direction.

So I'm going to take a look at the soundengine now. Can you tell me how I can recompile the darkplaces engine, is it the same as recompiling the game sourcecode?

Too bad I can only try changes on a local server with bots, that just doesn't give the same result as a real online match.
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Postby Toets » Tue Apr 18, 2006 8:47 am

Toets wrote:So I'm going to take a look at the soundengine now. Can you tell me how I can recompile the darkplaces engine, is it the same as recompiling the game sourcecode?

Anybody?
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Postby esteel » Tue Apr 18, 2006 10:50 am

Sorry for the long wait.. You need a C compiler to compile the Engine. There should be files to do this with the ms visual studio or you can install minGW, this is free but a bit more complicated and it took me some time to get it to work.
However i heard rumor that LordHavoc is working on the sound engine again. I have however no idea if this will help with anything :)
Last edited by esteel on Thu Aug 31, 2006 7:54 pm, edited 1 time in total.
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Postby Toets » Tue Apr 18, 2006 1:08 pm

esteel wrote:Sorry for the long wait..

No probs!

esteel wrote:You need a C compiler to compile the Engine. There should be files to do this with the ms visual studio or you can install minGW, this is free but a bit more complicated and it took me some time to get it to work.

When compiling the game sourcecode, it compiles into a file called "progs.dat" that is put into the "data" folder. Can you tell me what file the engine is compiled into and where that file is located?

esteel wrote:However i heard rumor that LordHavoc is working on the sound engine again. I have however no idea if this will help with anything :)

Well, let's hope the rumour is true, because I might not be very lucky to find anything :P
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Postby esteel » Tue Apr 18, 2006 1:33 pm

Depending on how you compile it its nexuiz.exe, nexuiz-sdl.exe or darkplaces(-sdl).exe..
Hmm i honestly think linux is easier for sw developing.. There its almost enough to extract the engine source and call make in the new directory. Well if the needed libraries are installed but thats very easy to do then :)
Last edited by esteel on Thu Aug 31, 2006 7:55 pm, edited 1 time in total.
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