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IDProjectCategoryView StatusLast Update
0001865The Dark ModSoundpublic10.01.2011 17:58
Reporterdemagogue Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status closedResolutionfixed 
Product VersionSVN 
Fixed in VersionTDM 1.03 
Summary0001865: Undesired default sound effects with "locations" (wet EAX, omni, sound propogation too far)
DescriptionLocation sounds were too loud, "wet" sounding, and sounded directionless ("omni").

Resolution: This, at least the omni part, has been explained as speakers with high positive values being capped by the engine (to avoid hardware clipping) for the volume spawnargs, which is somehow related to the omni ("directionless") property, described on the wiki: http://modetwo.net/darkmod/wiki/index.php?title=Volume_Issues [^]

It was a real problem in 1.01 when the location speakers were set to 60, waaay over the max (of 30?), but since the default has been re-set to "0" this isn't a general problem anymore, so this report can be effectively closed and deferred to any other bug report on the "capping" bug.

.....................................

This may not be a bug so much as still trying to understand how EAX works with locations. Locations are supposed to default to a neutral EAX. But my map has a wet EAX, sound propogation going too far, and sounds seeming to be "omni".

I think it's all related to the EAX locations, but don't know for sure. It's possible the sound propogation going too far might be another issue with the default fall-off property on location_separators.

Older draft of this entry:

About the time the new footstep sounds were introduced into the SVN, distant sounds started being heard much closer/louder than before for me, as well as sounding non-directional (omni).

May be related to location-based EAX, since the sound is also very "small room tinny" and I have location entities set up. The thing is, I didn't notice the tinny-ness, distant sounds, or omni-ness until that SVN update, even though I had location entities set up before then (not to say they absolutely weren't there; but I didn't notice until later).
Additional InformationEven older draft of this entry (first draft):

Somebody mentioned that a distant bark on my (demagogue's) sword-fighting video sounded quite close and omni. It reminded me that after the SVN update with the new footsteps, I could hear the new footsteps much farther than before -- If you know my FM, from the guard in Damuddy's hallway walking on marble, through the window, across the street, across Harlan's roof, through its window, through 2-3 portals, into Harlan's attic like the footsteps were right next to me, at any rate not coming from the direction of the source as if set on omni.

Since I've been playing with location entities and sound, I should leave open the possibility it's a bug unique to my setup, but I think I was synched with the SVN by that point.

Edit: On reflection, because the EAX is also noticably "small room tinny", I suspect this effect may be just part of that. Since I never set an EAX setting on the location_entities, maybe it's a default. I'll experiment more. But if that's right, the default EAX setting on location_entities should be "off", because people will use them for ambient sounds. An EAX setting should get turned on only by choice.
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demagogue

demagogue

23.12.2010 22:28

developer   ~0003402

This, at least the omni part, has been explained as speakers with high positive values being capped (to avoid hardware clipping) for the volume spawnargs, which is somehow related to the omni ("directionless") property, described on the wiki: http://modetwo.net/darkmod/wiki/index.php?title=Volume_Issues

It was a real problem in 1.01 when the location speakers were set to 60, waaay over the max (of 30?), but since the default has been re-set to "0" this isn't a general problem anymore, so this report can be effectively closed.

Issue History

Date Modified Username Field Change
24.07.2009 21:59 demagogue New Issue
24.07.2009 22:00 demagogue Summary Sound propogation to player going farther than expected => Sound propogation to player going farther than expected and sounding "omni"
24.07.2009 22:02 demagogue Additional Information Updated
24.07.2009 22:04 demagogue Additional Information Updated
24.07.2009 22:55 demagogue Description Updated
24.07.2009 22:55 demagogue Additional Information Updated
24.07.2009 22:56 demagogue Summary Sound propogation to player going farther than expected and sounding "omni" => Sound propogation to player going farther than expected and sounding "omni" (possibly part of undesired EAX setting)
24.07.2009 22:59 demagogue Description Updated
28.07.2009 15:28 demagogue Summary Sound propogation to player going farther than expected and sounding "omni" (possibly part of undesired EAX setting) => Undesired sound effects with "locations" (wet EAX, omni, sound propogation too far)
28.07.2009 15:28 demagogue Description Updated
28.07.2009 15:29 demagogue Summary Undesired sound effects with "locations" (wet EAX, omni, sound propogation too far) => Undesired default sound effects with "locations" (wet EAX, omni, sound propogation too far)
28.07.2009 15:31 demagogue Description Updated
29.07.2009 17:09 demagogue Description Updated
29.07.2009 17:09 demagogue Additional Information Updated
23.12.2010 22:28 demagogue Note Added: 0003402
23.12.2010 22:32 demagogue Resolution open => fixed
23.12.2010 22:32 demagogue Fixed in Version => TDM 1.03
23.12.2010 22:34 demagogue Description Updated
10.01.2011 17:58 demagogue Status new => closed