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Do you have sound problems try this !!!

by Billy L · in Technical Issues · 08/07/2003 (5:28 pm) · 21 replies

I hade huge problems with all 3d sounds on emitters and moore
My problem was i made all sounds in stereo from start !
So i changed all sounds i use for 3D and effect to mono
and suddenly all directions falloffs worked like a charm !
I use the latest OpenAl Driver have a sblive 1024
this works in the head version to !
Hope it helps !!

-Billy
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#1
11/15/2003 (4:54 am)
It means, that all the stereo based effects are sucks on 3d sound emitters ?
I must to convert all of them to MONO ?
#2
11/15/2003 (11:16 am)
If you think about it, this makes sense. A 3d sound is one that is at a specific location in space. Like, say I have a machine that I turn on in the game, and it makes a grinding noise. The noise comes from a specific point in space - inside the machine. The game engine needs to take that sound and "project" it into my speakers so it sounds right.

So it would be silly to play a stereo sound, because stereo (or 5.1 channel) sounds are already "projected".

It's like a texture map. You take flat-on picture of a road's surface, and it looks dumb, but it's much more useful on a model than a picture of an intersection that shows stoplights. You just have to know how to use it.
#3
11/17/2003 (10:04 am)
Hi !

I been a soundenginer for 10 years and i was real stupid
when first made my sounds in stereo !
When you record a sound in a recording studio most of
the channels are mono and after that you pan and mix them down
to the master track you get a stereo track !
So when i did my eviroment sounds first, i made them all in stereo and couldnt find out why the distans and direction didnt work.
I digged thrue the code lots of time but it was nothing there,
so i got a bright idea why dont do like when i was in the studios make them MONO hehe
And it works fine now !!

Sometimes its to easy only

-Billy
#4
11/17/2003 (10:25 am)
Yeah all audio sounds should always be mono.
#5
11/17/2003 (11:04 am)
All 3D audio should be mono. 2D audio can be sterio and work just fine if nessisary. (Been there, done that :-)
#6
07/30/2004 (9:57 am)
Is that wav or ogg that you are talking about ?
#7
07/30/2004 (1:07 pm)
It's the same for both.
#8
07/31/2004 (10:00 pm)
Ogg is nicer because the compression is higher and greatly reduces you file sizes. But for 3D & 2D sounds, it works the same. 3D MUST be in mono.
#9
08/03/2004 (2:40 pm)
Can anyone make the sound fade.... I have tried a lot of times with Audio Emmitor ... but it doesn't seem to work
#10
08/03/2004 (5:43 pm)
@Ole

Ye the sound fade really good if you use the latest head audio.
or change the maxDistanceupdate in audio.cc.
But i heard some have problems with differnt op systems i use xp and me and it works fine !
#11
08/04/2004 (1:19 am)
I got the same problem. Running head, and cannot make the sound fade on audio emitters the way I think they should.

Am I mistaken in the assumption, that setting the max range should make the sound go away at the max range? Because it is not doing so at all
#12
08/04/2004 (5:07 am)
Oki I have read

http://www.garagegames.com/mg/forums/result.thread.php?qt=12050 // they say it is mono sounds to fix it
http://www.garagegames.com/mg/forums/result.thread.php?qt=3852 // they say it is magic (or the sound card)

http://holodeck.st.usm.edu/vrcomputing/scenebuilding/chapter08.shtml#_aud // they say ity works (tihi - funny)

http://www.garagegames.com/mg/forums/result.thread.php?qt=10470 // a maxDistance problem

I cant find GG bug report on // they have a bug report - unfixed from 2002 ? (is it that old ... or am I on a wrong side here ? )
#13
08/04/2004 (5:46 am)
So guys what hardware do you have and op systems ?
The thing is i've hade this working from torque v 1.1
there are not really any news in head.
Some visual stuff and sound directions only.

Edit.
As a test try this
On the audioemitter set loopcount to a value bigger the -1 .
So for a emitter that loops all the time set 100000000
and see if the maxdistance is updating !
#14
08/04/2004 (6:28 am)
Just tested with setting loopcount to anything but -1

The sound drops off as before - and still doesnt honor the max distance - so no change. Sound is mono as it should be etc.

The funny thing - the visual feedback shows correctly the area in which I can hear the sound. But the area doesnt change at all - no matter what kind of min or max distance I input.

Also I cannot set any cone or anything. Its just always a sphere of black dots (no colors as I've see in other screenshots of the visual feedback)

This might lead to the question of what kind of sound card one has + drivers.

I have a SB Live Platinum on Win XP Pro. The drivers are the MS ones comming with the OS - version 5.12.0001.3300 (English) of the emu10k1m.sys (from dxdiag). I'm running latest head of TGE
#15
08/04/2004 (6:38 am)
@Thomas
Can you make me a mission with a audioemitter so i can test something you did.
Make some stupid audiofile in a simple mission file from head and send it to me.
#16
08/04/2004 (8:31 am)
Its a driver issue (naturally)

I just installed Creatives "bugfree" drivers, and now sound seems to fall off somewhat more correctly

What a bummer when OpenAL plays sounds differently on different base drivers
#17
08/04/2004 (9:25 am)
Ye drivers and openAL.
Hard to give basic solution because of all thoose things !
#18
08/04/2004 (11:20 am)
Well - its quite a problem then isnt it. I develop a game with an engine to "make sure it plays well on various hardware".

Now I can create a game environment that works for me, but potentially a lot of my future customers might be like me, and they will find it horribly noisy in there.

I hope the GG guys will backport the sound changes from TSE to TGE (and that they eliminate the problems)
#19
08/11/2004 (7:19 pm)
A lot of non-graphics stuff from TSE will make it back to TGE. Specifics as we get that non-graphics stuff implemented...
#20
08/13/2004 (12:48 pm)
The Query: Open Bugs is

http://www.garagegames.com/projectmanager/module.php?qc=4415&qs=256&qst=15&qmo=28&qsb=1&qna=Recently+Changed+Issuese.php?qc=4159&qs=8&qt=1&qst=15&qmo=28&qsb=1&qna=Open+Bugs&qtt=1&qtmd=318d7d6b&qpg=1&qpj=

with
00076 Bug Code High Critical Unconfirmed Apr 4, 2004 Sounds not working

bug #00076
Submitted Oct 15, 2002 at 07:35 CEST by Stefan Beffy Moises
Last Change Apr 04, 2004 at 19:55 CEST
Module /Torque Game Engine
Milestone N/A
Type Bug Category Code
Priority High Status Unconfirmed
Severity Critical Resolution (n/a)




Details
Summary Sounds not working
Description The OpenAL sound system seems to be partly broken.
Button mouseover sounds aren't working any more, some background music won't play and even the test sounds in the options dialog don't work anymore.
I've tried various OpenAL drivers on different machines, no success.
Footstep sounds, gunshots, car sounds etc. ARE working.

Reproducible:
Every time

Steps to Reproduce:
Start the enine, move the mouse over any button; go into the options menu and try to test the (OpenAL) test sounds.

Actual Results:
No sound.

Expected Results:
Well, sound... ;)

Operating System:
Windows2000

Video Hardware:
not important (GF 4 Ti 4200, GF 4 Go)

Other Hardware:
Soundblaster compatible onboard sound cards (3 different systems).


It could be the same problem I am working with
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