Comments (12)
Any chance you could record this?
from devilutionx.
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?
from devilutionx.
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.
from devilutionx.
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.
from devilutionx.
It could also be directly related to #252
from devilutionx.
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
from devilutionx.
Cool thanks 😊
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Related Issues (20)
- [Issue Report]: Diablo's speech played on dlvl 16 when joining the game after he's been killed.
- [Issue Report]: AppImage menu to switch between diablo and hellfire no longer shows up HOT 2
- [Feature Request]: Griswold's Inventory (Multiplayer?) HOT 14
- [Issue Report]: Life/mana added at level 50 HOT 1
- [Feature Request]: Unique Monsters In Hellfire? HOT 8
- Buttom of item text lables are being cut off for CJK font HOT 15
- [Issue Report]: Softlock random generated wall encased the enterence to level 14 HOT 11
- bug in devilutionx HOT 2
- [Issue Report]: Devil Kin Brute, rotation error HOT 8
- [Issue Report]: MinGW build fails on gcc 13 due to error in mingw-std-threads HOT 6
- [Issue Report]: Hellfire won't launch on steam deck HOT 2
- [Feature Request]: Support for importing PlayStation saves HOT 2
- Small UI HOT 2
- [Feature Request]: Favorites Spells UI HOT 1
- [Feature Request]: Runes also affected by Autofill HOT 4
- [Feature Request]: Access dungeons from town HOT 13
- [Issue Report]: Text String Truncation Issue (in Japanese) HOT 1
- [Feature Request]: Playstation 3 build HOT 21
- [Feature Request]: "Co-op" Health Indicators HOT 1
- [Feature Request]: Diablo 2 Style Trading? HOT 19
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