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View Full Version : What Does the Developer say about the Crimea sound problem?



XyZspineZyX
08-15-2003, 04:19 PM
I've read that a lot of ppl have this problem - in quick mission in Crimea, the engine sound softens drastically after a few secs into play. I've tried all sound combos, even the suggestion of going into setup and changing to default. Nothing works. Looks like a water/map problem?
there was not this problem prior to the patch.
sighh...


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XyZspineZyX
08-15-2003, 04:19 PM
I've read that a lot of ppl have this problem - in quick mission in Crimea, the engine sound softens drastically after a few secs into play. I've tried all sound combos, even the suggestion of going into setup and changing to default. Nothing works. Looks like a water/map problem?
there was not this problem prior to the patch.
sighh...


http://www.magix.com.sg/users/btan7/pics/f18pilot.jpg

BeRniE d'PCPiLoT

"Evolution - The Lie"

XyZspineZyX
08-15-2003, 04:23 PM
Well, it seems like the sound bug happens when AAA or ship AA fires so it doesn't just happen on the Crimea map.

I'm sure they are aware of the problem and working on a solution, I just hope that we don't have to wait for the next patch to fix it unless they plan on releasing it within the next couple of weeks.

It's distracting, yes, but there is a still a lot of fun to be had with the patch.



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XyZspineZyX
08-15-2003, 04:42 PM
I would recommend searching the SimHQ forums for a more detailed examination of what's going on with the sound, but due to the huge number of posts there about it you might have a hard time tracking the various discussions down.

Basically, as far as I can gather:

Il-2's sound engine pre-mixes different sound channels before outputting a stream of data to the soundcard.

There is a fixed number of individual sounds that Il-2's internals are able to mix together at one time.

Different sounds carry different priorities, or at least, they end up at the bottom of the Il-2 mixers priority list.

"New" sounds can replace old sounds in the pre-mix process. Therefore, if an engine sound is playing, and a ground unit fires a gun, the gun sound event will take over from the engine sound.

If many ground units fire at the same time, the engine sounds can end up completely cancelled from the mix process.

On the crimea map, you have something like 8 ships. The larger vessels reach firing line-of-sight of each other quite soon into the QMB missions set there.

The 1.1b patch has not only changed the details of the sound processing / premix, but it has expanded the sound 'bubble' around the players point of view. I believe that 'louder' sounds, like a ships main gun, might have a larger sphere of audibility put around them. I know that most gunfire can be heard from around 2-3000 metres away now.

I have no idea why things are the way they are with the sound engine. Certainly I can't remember a game released in .. I'd say you'd have to go back to the very early days of A3D and EAX support in games to find a sound engine more fundamentally broken than Il-2's.

We're now at a point where 64 hardware DS3D voices aren't uncommon in sound hardware, yet for some reason, Il-2FB's sound engine insists on a bizarre software "musical chairs" approach to its sound mixing. Doppler and attenuation effects are now also quite well documented feats. Quake 3 had them added to its sound engine within months of release and was implemented as a free upgrade.

I don't know how many more months Maddox games require to get a basic software sound mixer working. This is a problem that goes back to the original release of Il-2, though the exact effects of the bugs differed slightly.

Sorry for the snotty tone, but you must admit, this is getting pretty ridiculous by this point.

XyZspineZyX
08-15-2003, 05:55 PM
This sound problem is a total immersian killer for me to say the least. I like the new sounds but hope we don't have to wait another 6 mths for this flak sound to be repaired /i/smilies/16x16_smiley-sad.gif

XyZspineZyX
08-15-2003, 06:01 PM
Aside from hearing sounds from to far away (things I should not hear till I am close to the action)
I notice when I join some server's sound seems muted (speakers covered by a blanket) and some servers seem nice and loud ... :-


</script><center>
http://www.aviation-history.com/curtiss/p40jf.jpg
<marquee align="middle" behavior="alternate" loop="infinite"HSPACE="230<tt>[i]<span style="color: cc0033; font-size: 13pt<p align=center style="width:100%; filter:glow[color=#33CCFF, strength=2)">~ ArtAttack ~</span></table></tt>[i]</marquee

XyZspineZyX
08-15-2003, 06:15 PM
Amen! Online i hear cannon that are miles away, leaves me flying in a paranoid squirrely way, always looking behind me.

At the same time I hear sounds mile offf, i can't hear shells the ARE hitting my plane /i/smilies/16x16_smiley-sad.gif .

artatack wrote:
- Aside from hearing sounds from to far away (things I
- should not hear till I am close to the action)
- I notice when I join some server's sound seems muted
- (speakers covered by a blanket) and some servers
- seem nice and loud ... :-
-
-
-
- </script><center>
- <img
- src="http://www.aviation-history.com/curtiss/p40jf
- .jpg" width="400" height="200">
- <marquee align="middle" behavior="alternate"
- loop="infinite"HSPACE="230<tt>[i]<span style="color:
- cc0033; font-size: 13pt<p align=center
- style="width:100%; filter:glow(color=#33CCFF,
- strength=2)">~ ArtAttack
- ~</span></table></tt>[i]</marquee



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XyZspineZyX
08-15-2003, 06:20 PM
I am curious...didn't anyone doing the beta testing (The Real First Beta, not this 'patch-release semi-beta' continuation) notice the sound problem(s)???

Don't misunderstand me...NOT whining!! I find 95% of what I've seen and heard in the patch so far to be a great improvement, especially with the surprise treats like the propwash efffects, ground dust, water disturbance....

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Message Edited on 08/15/0310:24AM by OberstWiley

XyZspineZyX
08-15-2003, 06:49 PM
beta 08 had same sound bug /i/smilies/16x16_smiley-surprised.gif

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