Comments (12)
Any chance you could record this?
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Following is a clip (had to zip to attach):
from devilutionx.
I don't have the best of audio setups here, but he original appears to have a similar echo:
https://www.youtube.com/watch?v=kUG9Lj8Btco
from devilutionx.
I've uploaded a couple samples to youtube. First is the Original Diablo on Windows (no video with it). Second is Diablo/DevilutionX on Linux. For some reason the volume on the latter is about 30% higher, but I find the echo there is much more choppy. I'm starting to wonder if it's just my imagination though.
from devilutionx.
Har to tell, the volume definitly seams higher on the DevilutionX video for what ever reason. It not unthinkable that there are still some scaling issues in relation to the implementationthat of spatial sound, even at 100% volume. There are probably also less limitations on simulations sounds then in the original. The original seams to have a limit of either 8 (definatly in some cases) or infinit (depending on the direct sound implementation, not real number is given, but probably it's also 8). Here DevilutionX has a limit of 24 sounds (adjustable via ini). I will try to dig a bit deeper in to this once I get to work on the volume scaling. Thanks for reporting and uploading the samples.
from devilutionx.
@CubeTheThird Could you please build the latest code from source and see if the issue is still pressent?
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It would seem the situation is much improved. The volume level appears to be normalized, and the weird echo is no longer happening.
That being said, I'm finding there a sort of delayed echo that's sometimes happening. I will need to test though to make sure it isn't present on the original version.
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I was unable to recreate the new version in the original Diablo. A recording of the problem can be seen here.
In short, there is a delayed echo that is now happening, which also doesn't appear to follow the stereo positioning properly.
from devilutionx.
Unfortunately the audio quality is very different from the different recordings and the conditions aren't identical making it very hard to tell what the difference is if any. My main suspicion would be the the differences lies in the amount of simultaneous sounds we allow.
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It could also be directly related to #252
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Now that I've got my save file working, I can confirm that these issues are no longer present in release version 0.4.0
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Cool thanks 😊
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Related Issues (20)
- [Issue Report]: New entrances/exits to the Labyrinth open in the city before they are discovered HOT 1
- [Feature Request]: Editing the interface on touch devices HOT 8
- [Issue Report]: Small errors in the operation of the map [1.6.0-dev-debug] HOT 3
- [Issue Report]: Lazarus starting sequence issues HOT 16
- [Issue Report]: Inventory problems HOT 1
- [Issue Report]: Inventory bug [1.6.0-dev] HOT 2
- [Issue Report]: Changing Item Parameters [1.6.0-dev] HOT 3
- [Issue Report]: Full screen option on Nintendo Switch HOT 5
- [Feature Request]: Shrine effect suggestion HOT 1
- [Issue Report]: Vipers / Drakes sometimes missing their lunge and slamming into walls or disappearing into the distance HOT 11
- [Issue Report]: Google Android TV - unable to acess data folder, nothing helps HOT 4
- [Feature Request]: Several proposals for innovations HOT 2
- [Issue Report]: Enabling Integer Scaling would yield lua\user.lua error HOT 5
- [Issue Report]: game crash with SDL_audiolib segfault HOT 5
- [Issue Report]: Broken enemy movement HOT 3
- Shared XP and gold for multiplayer. HOT 2
- [Issue Report]: Char Level And XP info in Panel repeats HOT 1
- [Issue Report]: Devilution crashes and closes silently when trying to load a Diablo 1 save into Hellfire HOT 9
- [Issue Report]: hover information for dead monster HOT 4
- [Issue Report]: Stash corruption when starting new hellfire game from diablo save HOT 11
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