Also, the sound is played with ATTN_NONE. local: If true, the sound is played if the player is either looking out the eyes of the actor from which the sound is coming, or said actor is the player and the player is looking out the eyes of a non- monster actor. ATTN_STATIC - 3.0 (the sound diminish very rapidly with distance).ATTN_NORM - 1.0 (normal attenuation this is the default value).ATTN_NONE - 0 (no attenuation the sound can be heard regardless of the distance).The following are the standard attenuation values: The higher the value the quicker the sound fades out. attenuation: how quickly the sound fades with distance from its source.If true, the sound loops, otherwise it does not. looping: whether the sound should loop or not.This ranges from 0.0 (mute) to 1.0 (full volume). channel: the channel to play the sound on.sound: the sound to play, as defined in SNDINFO.tid: the TID of the actor to play the sound from.If tid is 0, the sound will be played by the activator of the script. This is similar to A_PlaySound action function except it will not default to playing "weapons/pistol" sound. GL_VERSION: 4.6.0 NVIDIA PlaySound (int tid, str sound ]]]]) GL_RENDERER: NVIDIA GeForce GTX 660/PCIe/SSE2 ParseSBarInfo: Loading custom status bar definition.ĭ_CheckNetGame: Checking network game status. Name: Intel(R) Core(TM) i5-2500 CPU 3.30GHzįeatures: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX HyperThreading I tried all sorts of combinations of snd_ settings / advanced settings, none had any effect whatsoever. The bug affects all sound, not just music insofar as that it is only emulated MIDI. SImilarly none of the advanced audio settings such as HRTF or snd_buffersize had any effect. I had a brief look at the code for the undocumented variables such as snd_backend or snd_aldevice, but it appears to me that they only take "default" and "null" as values. I found internet threads that suggest for Windows to delete the OpenAL.dll file, however I fail to see how something similar could be accomplished in Linux. However in the case of gzdoom this has no effect, which suggests that this is a new problem unrelated to the hardware. The sound is messed up as per provided sample: (It sounds like every few hundred milliseconds the sound is cutting out for 2ms, virtually identical to how it sounds if the buffer size is too small in DOSBox.)Īt first this looked like a rare but very well known problem with the emu10k driver that has an established cure, which is to set up a resampler dmix in asoundrc to increase period_size, buffer_size and use rate 44100 instead of the native rate of 48000 which as I understand somehow is responsible for the bug sometimes. Sounds wont usually work unless youve defined them in SNDINFO.
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