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Audio random cut off, pops loops #591

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IcyChills opened this issue Mar 20, 2023 · 5 comments
Open

Audio random cut off, pops loops #591

IcyChills opened this issue Mar 20, 2023 · 5 comments

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@IcyChills
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Fresh download today from the repo commit [4610a24], built the engine and play tested.
Noticed some issues with the sound. Audio will get cut off by a few milliseconds.
Other times it would make clicks or popping sounds.
Music at end of level screen sometimes gets stuck in a loop playing only the first second of the track.

@NuclearMonster
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What platform are you on? What sound hardware are you using? What version of the OS is installed?

@IcyChills
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Windows 10 10.0.19044 Build 19044
Realtek High Definition Audio
Audio settings set to 16-bit, 44100 in device settings, could go higher but I can't tell the difference.

Built ioq3 using Visual Studio 2022.

Otherwise engine is running smoothly.
Was running maxed out with pbr on and other rendering flags.
Busy testing out with custom textures.
Thought it might be the heavy rendering settings, so did set back to default and got the issues still.
Don't know much about audio programming, could be buffer or something.

@IcyChills
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Sound issues only appears when set to OpenAL, did not notice it when setting it to SDL.

@IcyChills
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I noticed I didn't have OpenAL-Soft version of OpenAL32.dll next to the ioq3 binary, so I downloaded it and renamed oal-soft.dll and tried using that, so far no issues.

I do however have the old Creative Labs Openal library installed on the system, which ioq3 was loading originally before I got oal-soft. I believe it may be an issue there with the old legacy Creative Labs library. Might be incompatibility somewhere in the code with the deprecated library.

Guess the issue is resolved and be closed.

@IcyChills
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Following some testing, it appears that the audio is functioning well, except for a problem with the Creative Labs OpenAL dll. However, there remains a minor issue with certain sound effects producing a small pop at the start and end of the audio. I suspect that this issue may stem from the sound file itself and the audio being clipped. It is uncertain whether it can be resolved through code or if it is inherent in the sound assets from Q3.

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