Technical support > Bugs in stable version (2.5)

What Walking Sounds Like

<< < (3/3)

misiekt:
I'm playing 2.5-dev IA-32 Oct 12 2013, and it was bugging me too, so I did some digging. Cause of loud "white noise" has nothing to do with soundcard or drivers.  It's wrong/unsupported/bugged frequency of some OGG files in sound/footsteps directory. Some of them have sampling at 44100Hz and are playing fine. But there are some sampled at around 8kHz, and they are wrong. Probably most noticable metal(1-4).ogg, since its played every time aliens are walking inside ship, so pretty often. Of course its possible that game engine suppose to play them correctly too, but it doesn't. BTW they causing MPlayer to loop forever too.

Anyway, all I had to do was to resample those 8kHz OGG-s to working frequency 44.1kHZ. Now I can hear aliens walking on metal surface instead of static sound. Im attaching resampled files, its enough to unpack them into your mods directory and run "ufo +set fs_game fixsnd". Or, if your'e already use another mod just copy directory "sound" into it. In any case they should overlap bad files from 0snd.pk3

cheers

Grug:

--- Quote from: Destructavator on October 28, 2013, 03:58:36 pm ---I was working on upgrading my ancient Linux distro to a current version with all packages, but given that this issue was reported on Windows, I suppose I could get a copy of the source and set it up on one of my Windows machines, most likely by sometime later today.
--- End quote ---
This is also occurring on Linux as noted in the bug report and also I can confirm it on current Debian Testing (Jessie).

Given the cross-platform nature, I would suggest it isn't a sound card issue. It's far more likely to either be a bug in the params we are setting in SDL2 when loading/playing the sounds, or a bug in SDL2 itself.

I had a similar problem when developing the audio system for Eternal Lands under SDL1. IIRC the SDL load file function wasn't detecting the frequency correctly and needed to be manually specified. Of course if the incorrect freq was specified then it would also break. I believe we converted all sounds to the same format and manually specified the freq. (Note: That was 8 years ago so I can't be completely sure of the circumstances.)

Grug:

--- Quote from: Grug on November 11, 2013, 04:29:05 pm ---This is also occurring on Linux as noted in the bug report and also I can confirm it on current Debian Testing (Jessie).
--- End quote ---
The fixed sounds below fix the walking issues for me (so far). I have noticed one of the screams, probably a woman one is also broken.

Navigation

[0] Message Index

[*] Previous page

Go to full version