View Full Version : DOM-Grotto beta
Nachimir
8th Feb 2002, 02:03 PM
is done.
here (http://www.fileplanet.com/dl/dl.asp?planetunreal/fragadelic/nachimir/dom-grottobeta1a.zip)
Navboy, none of the samples were in stereo, but some were 22,050 Hz. That's fixed, but will it still throw up sound errors? (Still about Mxtrmntr?) If it does, then I guess it's because there are too many.
How's the control point setup?
Balton
8th Feb 2002, 05:47 PM
goingto dl it now...
Mxtrmntr
8th Feb 2002, 05:51 PM
d/ling now...I'm gonna play it probably tomorrow, then I'll tell you if the sound error is still there...
navboy
8th Feb 2002, 08:21 PM
hmm, 22k seems fine to me, good compromise between filesize and quality, especially since they're already mono ... Do you mean you "fixed" them by going up or down from 22k?
oh, and i don't know how many channels your soundtrack has, but there are a max of 64 channels for everything sound-wise ... I know the game reserves some (not sure how many) for playing all the player chatter, weapon sounds, falling/jumping/getting hit sounds, etc .... Surely you're not maxing out the channels somehow?
Mxtrmntr
9th Feb 2002, 05:25 AM
Hmm, the sound bug is still there :hmm:
Mxtrmntr
9th Feb 2002, 05:51 AM
Hmm, I tried it with 3D Sound off this time. The error didn't appear any more... I played it for 15 minutes, that should be enough, it never took the error much longer than 5 minutes or so to come. Anyway, I guess this means that the error only appears with 3D Sound turned on.
Nachimir
9th Feb 2002, 10:30 AM
Right. Thankyou Mxtrmntr. With it appearing at random (psuedo randomly?), I'm sure it's the dynamic ambient sounds, i.e. birdcalls, but the sounds themselves are fine. The DynamicAmbientSound actor has specifically a max and min recheck time, a soundlist, and a play probability setting.
So, I guess 3D sound edits sound on the fly to create precise stereophonic effects? If that's the case, I suppose it must be too many sounds in the outdoor area. I'll try one version slimmed down before I make a release, and if it still doesn't work I'll just put a warning in the readme.
Navboy, I "fixed" them by dropping everything to 11,025, in game it sounds much better than outside the game (I don't know exactly what it does, but when using Winamp with DirectSound output I notice the quality switch in and out of game). The file size drops a lot too.
Thanks for the info, I'm not all that up on audio.
Surely you're not maxing out the channels somehow?
I suppose not, it now sounds like I'm just maxing out the 3Dsound on some cards.
Silus_of_Earth
9th Feb 2002, 08:29 PM
Disco.
navboy
18th Feb 2002, 11:31 PM
hey i think it plays well ... found a bsp hole / collision error in the corner to the right of the funky chamber door with the yellow glowing ball thing in it ... if you head into that corner and keep going, you end up in the void, and you can turn around and look back at the room through a HOM ...
other than that, think it's great ;)
Nachimir
19th Feb 2002, 10:23 AM
Wow, that's really bad! Thanks for noticing it, I didn't.
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