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Sounds audit


groog
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Is there a audio audit in the works? Some things sound like ****, while others sound great. Many things are bugged (OpenAL).

Just wondering if the single factor that proved most immersive when I first played this game has a high priority for updating.

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iirc openAL is only for macs in which case lol get a real computer.

the windows client uses xaudio2 now and the sounds from the RA stuff are really quite good.

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iirc openAL is only for macs in which case lol get a real computer.

the windows client uses xaudio2 now and the sounds from the RA stuff are really quite good.

It is.

And awesome

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I've been having a lot of problems with the audio in game as well. Most of the time sounds just aren't coming up for me. I'll be int he middle of a big battle and won't hear anything but one or two tank engines and maybe an explosion. I won't hear my rifle, footsteps when it's quite, machine guns, and all of that other stuff.

I have a real PC too...

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Wasn't there a post a while back that mentioned a problem with the audio device itself? I think integrated audio or audio through usb were limited to a smaller number of sounds.

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Wasn't there a post a while back that mentioned a problem with the audio device itself? I think integrated audio or audio through usb were limited to a smaller number of sounds.

not really relevant anymore. doing 256 voices 'in software' is trivial when you have 2-4 cores to work with.

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well.. still cant hear ei coming up the stairs .. wich is kind annoying from times to times... since when you go up the bloody stairs you are tapdancing all the way up....

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They say is because of Xaudio and it will be fixed in 1.34.

But they should make a patch just to correct this instead of making us wait for the 1.34 since this impacts greatly the gameplay.

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Just FYI, the sound code in the client is done this way:

[Client Sound Code]

|

[PC XAudio] -|- [Mac OpenAL]

Not all sound issues are in the bottom layer. The only issue in openal itself is the funky cold channel sound pop thing, which goes away once you have played enough channels of sound. XAudio implementation has it's own issues. many of which will be fixed in 1.34, often the result of the usual Windows driver funkiness. Some problems with sounds not playing are actually the internal sound code thinking it has run out of channels to play sounds.

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I've been having a lot of problems with the audio in game as well. Most of the time sounds just aren't coming up for me. I'll be int he middle of a big battle and won't hear anything but one or two tank engines and maybe an explosion. I won't hear my rifle, footsteps when it's quite, machine guns, and all of that other stuff.

I have a real PC too...

There are several fixes for missing sounds and sound priorities in the beta. You also need to make sure you have your sound set up correctly, no surround setup on stereo speakers etc.

As to individual sounds being improved we have gotten some new ones from Mike for the new weapons.

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Someone should do an audit on sounds when in a vehicle. For exampe if I spawn a 232 and pop my commander up he can hear everything good (same db level it seems as playing as infantry). However spawn a 3f and pop up the commander and he is almost deaf as a doornail. I havent checked all the vehicles but those two would be a good start for an audit.

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