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Re: XP Sound Problems - Try this out
I just tried GDI mode and no progress but I think I need to go back and convert the mp3's to wav at 16 bit as I indicated before. I have a 24 bit batch I was exoerimenting with in the Sounds folder now. I did change snd.ini file too for the record.
Oddly enough the background sounds play perfectly, the weapons are the difficult buggers. Report more as I go... RedMike...out |
Re: XP Sound Problems - Try this out
Further testing shows I can get the same crappy sound with the stock mp3 files as with converted wav files.
I have things set to: No Intro GDI Fullscreen 800x600 Sound on in game preferences causes discernable lag, not bad but noticeable. Sound off in game preferences eliminates any lag, game hums along nicely in "stealth" mode. http://forum.shrapnelgames.com/images/smilies/happy.gif I've posted a support request on this one at TransGaming, developers of Cedega, which is not technically an emulator. It's more along the lines of crossover libraries and drivers. That sort of thing (winex). Hey Andy, just curious if you guys thought about using cross platform libraries when you planned developing the Windows version. Why not SDL/OGL for example instead of DirectX ? As a self-taught game programer wanna develope something someday kind of a guy, just wondering. Cheers! |
Re: XP Sound Problems - Try this out
there is not enough of a UNIX market to make the hassles of multi platform development worth the candle.
If you are getting sound - you have some emulation/handling of DirectShow. However the game uses up to 21 strams for concurrent play (overlay of sounds), your card/and or emulator/and or drivers may olny allow 1 simultaneous MP3 stream. Try background noises off, sound on. If it "chops" any overlapped/overlaid sounds (exchanges of fire, movement noise across multiple hexe moves etc) then something in your system is limiting you to only 1 sound channel. If it is doing it with WAV files as well, definately some part of unix/emulator/sound card/drivers is most likely limiting to 1 channel?. It may also be something to do with your O/S or emulation's handling of COM objects - each DirectShow channel is a COM object, which gets fed the next sound file, and then gets re-used later when finished if needed. 20 nax sounds at one as I recall (been a while) and the background music/noises channel, and 1 for the mouse click. Try turning mouse click off if you have it on, BTW. Cheers Andy |
Re: XP Sound Problems - Try this out
Thanks Andy, I'll do some more experimenting along the lines pointed out and report back. There is a sound issue I've read about regarding Linux and ESD and some programs that has to do with multiple sound channels. I'll read up on it.
For the record, my specs: Pentium 4 2.26 GHz cpu 512 mb ram GeForce 6800 GT 256 mb Sound Blaster Live! ubuntu Breezy Badger i686 Regards, RedMike...out |
Re: XP Sound Problems - Try this out
Andy,
Here's the latest from my ongoing Linux experiments. WinSPMBT runs perfectly well with exception of choppy sounds. Requires Cedega (v5.03 tested) fullscreen 800x600 mode for smooth play. SPMBT v3 runs exceptably well with DosBox v0.63. Perfectly playable sound and all. SPWW2 v7.01 runs exceptably well with DosBox v0.63. Perfectly playable sound and all. Will continue to try and get sound playback running 100% with WinSPMBT and report back if and when I make progress. RedMike...out |
Re: XP Sound Problems - Try this out
OK...I give up. After going through every conceivable sound system/driver combination (esd,alsa,oss etc.) I've come to the conclusion that there's nothing wrong with my hardware setup. I can play multiple sounds concurrently no sweat. I can even run xmms (a music player) whilst running Cedega/WinSPMBT and hear both the music, the game background sounds, friendly vehicle movement sounds, aircraft sounds, and chopped up broken intermittent weapons sounds.
I think the trouble is definitely with Cedega and WinSPMBT. Have to wait on TransGaming to fix it...maybe. RedMike...out |
Re: XP Sound Problems - Try this out
Quote:
"Direct Show claims to be able to play the file. The following combination of filters were used: C/:Program Files/Shrapnel Games/WinSPMBT/Game Data/Sounds/2.mp3 (Audio Source) MPEG-I Steam Splitter (Audio Pre-Processor) MPEG Layer-3 Decoder (Audio Decoder) Default DirectSound Device (Audio Renderer)" Also there is some more large info (which I can print to a file if someone tells me how)when I click on any of the above mentioned fields. Anyway, the "main" driver appears to be quartz.dll I just want to know if those audio hicups Iīm experiencing are due to a problematic codec or not and want to know if these could be fixed without converting to WAV. Any help with this will be appreciated, thanks in advance. |
Re: XP Sound Problems - Try this out
Heres another one, my version of Winspmbt kept crashing but would play if the sound was turned off, I tracked the culprit to a 'Mpeg4system.dll' file that came with the software for my new samsung phone. I have renamed the file 'copyMpeg4system.dll' and the game runs perfect now, if I need to use the phone software I just have to remember to rename that file, lol
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Re: XP Sound Problems - Try this out
On a similar problem guys. i've noticed that when firing ATGM's at tanks equipped with VIRSS (what does that stand for btw?) the missile hit sound is replaced by the sound of the smoke dischargers (that pop noise)
Does anyone know whether that's part of the same XP/onboard sound problem here? Thanks |
Re: XP Sound Problems - Try this out
See the Mobhack help (where the technical nuts and bolts tend to be discussed) - Units tab page, EW section, where ARENA and VIRSS is described.
Acronnyms Site useful WWW link, found within 1 minute of entering "virss" as a Google search term. Google is a very useful search site, if you need to find a term you aren't familiar with. As to the VIRSS smoke sounds replacing the missile hit sound - depends, if the missile was deflected, there will be no hit sound, as the VIRSS worked http://forum.shrapnelgames.com/images/smilies/happy.gif Cheers Andy |
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