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Weird Sound Problem (Zdoom/Gzdoom)


Nirvana

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I've recently started having a weird sound problem with Zdoom (same issue with GZdoom also) where the sound for the Realm667 M40A1 and Hunting Rifle don't work. They make a popping sound and cut off completely and it is only these two sounds (well, I believe they're the same sound) that are not working; everything else is working totally fine. They are both .ogg files, but I tried converting the sound files to .wavs and replacing them in the wad and that didn't work either -also tried the 'convert wav to doom sound' in Slade, which did nothing.

I have messed around with every sound option imaginable in Zdoom itself, although I haven't tried messing with my audio drivers yet. Just wanted to see if this was a known bug of some kind, or specific enough that someone will know a fix.

Honestly it seems like it must be a soundcard issue of some kind, but I thought I would check here first in case there is a simple solution (and also because the sound used to work.)

Using FMOD btw.

Thanks.

Edit: All sound drivers are up to date. I also tried converting all of the files to wavs (8 bit 11000Hz mono) and then into Doom Format which did not fix the problem. I also attempted changing the "A_PlayWeaponSound to A_PlaySound as another thread suggested and that didn't work. There are no apparent issues with the SNDINFO or the DECORATE so I am at a complete loss as to why this one particular sound file does not work. It is completely inexplicable it seems.

Edit: Ok, it is nothing to do with the sound, because it works when I use it as DSPISTOL and other sounds that work for other weapons stop working when I use them for the M40, so I have no idea what the issue is.

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Nirvana said:

Edit: Ok, it is nothing to do with the sound, because it works when I use it as DSPISTOL and other sounds that work for other weapons stop working when I use them for the M40, so I have no idea what the issue is.

The sound cut-off with the M40 rifle is normal, because both the firing and reloading sounds are played on the same sound channel.

You can test sounds in the game by using the playsound console command.

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I'm not talking about the standard cut-off, the sound either doesn't play at all or makes a speaker 'popping' noise.

Edit: Ok, so I can get the sound itself to play (sort of) if I change the A_PlaySoundWeapon to A_PlaySound Ex with "weapon" as the channel, but the sound has a huge delay for some reason, and then the reload gets cut off. Are there any major differences between the two as far as usage is concerned?

Edit2: Using A_PlaySound now since apparently Ex is out of use, still getting the same delay problem. It fires, plays half a firing sound, then there is a delay and a second (slightly longer) firing sound plays plus the reload after. If I give the frame 30 tics on A_PlaySound it will play the full sound the second time, but still has the shitty delay plus the awkward 30 tic delay to boot.

Weird that after all this it appears to be some sort of Decorate issue; is it more likely to be some weird sound channel problem on my end? Because I'm sure this would have come up if it was a Decorate problem on the Realm667 site.

Thanks for pointing me in the right direction with your post anyway...

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