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  1. Hi, I'm just posting this here because I've spent a few hours trying to find a solution and only some Linux users had this problem from an unrelated source. TDM would not play any sound at all until i changed the sound quality from "DVD quality" to "CD Quality" in my headphone's properties. I can't find anyone suggesting this fix anywhere else either so hopefully this helps someone
  2. https://bugs.thedarkmod.com/view.php?id=5292 Enabling the new OpenAL HRTF feature causes the sound to shutter (break up) to the point of becoming just random noises, while even graphical performance will stutter if starting up a game. If you wait for roughly 1 second to 1 minute, the issue eventually goes away and you start hearing sound normally as well as getting acceptable performance... the problem does however occur at every startup when that option is enabled. TDM 2.08 (x64) on Linux openSUSE Tumbleweed (amdgpu / MESA)
  3. Hi there, congratulations to the team for releasing version 2.08. Having watched this mod from the very beginning I am really amazed about the commitment this community still shows after all these years! I realized that there is now a 64 bit version of the game. Unfortunately when I try to run thedarkmod.x64 in my installation of Linux Mint 19.3 I get no sound. Any idea what might be the reason for this? The 32 bit version of the game works without a problem. When starting the game from a terminal I get some warning about "Couldn't load sound 'sound' using default". Here is the (slightly shortened) Terminal output:
  4. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  5. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
  6. When selecting a specific surround sound mode (I haven't been able to see the name of that specific mode), TDM crashes on my system (I'm running Linux Mint 17.1). It didn't even want to start again when I tried to start it immediately after I had made it crash, and I had to delete the file Darkmod.cnf before I could successfully start the game again. When diffing a version of Darkmod.cnf as it looks before I have changed the surround sound setting, and a version as it looks after I have changed the setting so that the game crashes, I see that the only difference is that the variable s_numberOfSpeakers is set to 8 in the version of the file that makes the game crash.
  7. I have a bunch of sites I regularly visit for tech news, techpowerup being one of them, the thing they do different is daily hardware snippets. This then reminded me I have always wanted a good set of surround headphones, and then I thought I would like a mic on there as well. As this is a nice to have item, I'm not spending more on them that I would on a sound card, so with that in mind is it possible to get what I'm after for the budget I have? and if so what do people recommend.? ta.
  8. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  9. HI all. I decided TDM needed a big red button, so I made one. I also thought the sound could be better, and I found something good on freesound. The metal housing texture was made using several from TDM's existing set. The red button texture is rubber from textures.com Download: http://www.mediafire.com/file/hhe6yecs8cgvcm6/RedButton1.7z The object comes with a prefab so that the new sound and relative positions of each part are correct. It's location will be mechanical\switches\RedButton1 The button has a NoDraw plane. At the moment TDM doesn't allow skins to replace nodraw, but if that problem gets resolved, this button will be ready.
  10. I don't mean sound for you the player to hear, I mean sound for nearby AI's to hear. They don't seem to be sensitive enough when one of their nearby comrades is slain, as long as they don't actually see it. One example of this is on the new boat mission. I killed an AI sleeping in their quarters while someone was walking through the hallway and the AI out in the hallway didn't notice. If this were Thief, they definitely would have heard the sound. Thoughts? I know that this is regarding game balance and is thus very difficult to get right.
  11. I'm using the Logitech G930 7.1 Surround Sound headset and can't get the game to recognise it. When I click the Surround Sound setting I get this message: "UNABLE TO LOCATE 3D AUDIO - SURROUND SPEAKERS NOT FOUND - MAKE SURE THE SPEAKER SETTINGS ARE CONFIGURED PROPERLY IN THE WINDOWS CONTROL PANEL" A fix for this would be awesome.
  12. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  13. Hello, everyone! I've done some searches in the forums, and looked in the troubleshooting on the wiki, but there's a problem that's been in Dark Mod for the past version or two that's now prevalent enough for me to log in and report. Not sure if it's an issue with the Dark Mod itself or just one model of light that someone developed and is using in more and more missions, but it's driving me nuts. In several missions, electric lights are used and the tone the game has them emanate...well, I'm supposing it's supposed to be a soft hum, but instead it's a piercingly loud sine wave kind of tone, like you'd hear if you were taking a hearing aid test. It's literally deafening compared to the sounds in the rest of the game, and as more and more levels use this light, it's really cutting down on the levels I want to play. Since no other users seem to be reporting this, I'm wondering if it's because of my particular audio configuration. I am using EAX (through Creative ALchemy) on Windows 10 on a current Sound Blaster card, so I'm wondering if somehow the EAX processing is making the sound so damn loud. The latest mission that seems to have this sound is "In The Black." I'm including a screenshot of one of the lamps in question. This one is in kind of an odd spot on an internal balcony railing, and I can hear it buzzing from well down the hall in another room. There are other rooms that have several of these lamps as well. Is there any kind of tweaking I can do in the .pk4 files to silence this model of lamp until the issue is resolved? I really want to be able to play these missions without being deafened. I'm up for any kind of troubleshooting, or if you'd like me to make a recording from a USB mic of how loud the tone is compared to other sounds in the game to hear exactly what I'm experiencing.
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  14. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  15. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  16. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  17. Summary0002323: Problem with sound on menu: sometimes it stops and/or play with delay resuming a mission from menuDescriptionI have a problem with the 10.02 version of TDM on Linux: sometimes (it's random), when i jump from the in game loaded level to menu, the sound stops, istantly and if i resume the game, it go with a long delay (about 20 secs). To solve the problem, the workaround that i use for now, it's to switch on and off, the "surround sound" switch on the sound menu. If i go for on and off 2 o 3 times, then i resume the game and it works. I can play with the game, but this little bug it's really annoying when i go to the menu.Steps To ReproduceSometimes it start from the first load of TDM, sometimes it happen only after a level it's loaded.Additional InformationThis problem was not present with past versions, only with the 1.02 version, for the first day that i upgraded to 1.02 i have this little problem. I filled the problem here: http://bugs.angua.at/view.php?id=2323 Anyone with the same problem on Linux ? Here's some log when i do switch on/off on surround sound: Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- missed 1 sound updates Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- dlopen(libasound.so.2) asoundlib version: 1.0.22 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 65532 bytes ) allocated a mix buffer of 49152 bytes -------------------------------------- --------- Game Map Shutdown ---------- -------------------------------------- Shutting down sound hardware
  18. Most zoned ambients, when used in place of regular ambient sounds, sound considerably worse. It does not matter whether they are coming off a speaker or from the location system. I encountered this way back when working on King of Diamonds and even pointed it out on the forums, but nobody seemed to take notice. I used non-zoned ambients in KoD for this precise reason, which led to complaints about the loud popping you hear when you don't use _z ambients. Now I've come to a head when implementing location settings in my new FM and I cannot deal with the pop-in anymore. I've debugged this issue myself, leading to this discovery. The leadin "silence.ogg" is needed for zoned ambients to properly fade in and out when used in the location system. Currently, this sound file is in mono format. ALL ambient sounds that we have in stereo format are currently suffering great audio quality loss when used in combination with a mono leadin. The easy solution to this problem is this: convert "silence.ogg" from a mono to a stereo file. Most our (good) music is in stereo, so this will fix the issue - I tested it personally. However, just as a mono leadin will ruin a stereo sound, testing revealed that a stereo leadin also ruins a mono sound. If we're to be rigorous, there must be two silence leadin files: "silence.ogg" and "silence_stereo.ogg". In the ambience_zoned.sndshd file, the appropriate leadin must be declared depending on the type of file. I've no idea how to batch check for numbers of channels on lots of audio files, so this may prove to be arduous gruntwork. Nevertheless, I highly suggest that at least the easy fix get applied for the next update. The quality gain from fixing a bunch of stereo sound is much greater than ruining a handful of mono sound. --- See the bugtracker report I've filed here. If you want to test this yourself, I've provided a stereo "silence.ogg" for your convenience. Place it in "sound/ambient/ambience/" to override the default one. An example stereo ambient to test the change is "forest_children_z". An example mono one would be "hum_intense03_loop_z". You can immediately test the difference in sound in-game by renaming this custom "silence.ogg" to e.g. "silence_diffname.ogg" after you've placed it and typing "realoadSounds" in the console while near a speaker emitting either of those two sound shaders. silence.ogg.txt
  19. Hey folks. Haven't been around for a while, and I mostly just lurk. I really want to get into modding and mapping, but I haven't taken the step yet. I thought I'd focus on what I'm good at until I get to the stage of actually making my own maps, and that is... music. Here's an ambient piece I made today in Reason 10. Rain sounds added for context. https://soundcloud.com/paralytik/tdm-holy-ambient
  20. I've been looking for a solution to better positional audio cues for headphones and this may be a great stop-gap for those of us using onboard audio. Check out this vid (its 37min but you can get the general idea prior to the end) --> (make sure you have Dolby Headphone disabled for this video if you are using it via onboard) Used to be $20 bones but now its free and doesn't require Razer headphones -->https://www.razerzone.com/surround I'm going to be testing this over the weekend with TDM and Thi4f but it looks like it will be a great improvement. Appears it will offer excellent positional audio in TDM and increase immersion but we'll see after I play through some FMs. You do have to right click speaker in the tray > playback devices > select razer surround audio controller > click set default prior to playing. It may be a software bug, but you can also accomplish this instead by pulling up the Razer Surround control panel and deselecting, then selecting "Auto select USB headphone when available". This works for me even though I'm not using a USB headset. Its less clicks and menus if you do it this way. The software does have bass boost and a separate eq so you can adjust the audio to taste. EDIT: I played a bit of WS1 this morning and the positional accuracy is fantastic. Doors opening, footsteps, women crying, guards talking. I do need to either adjust the volume down just a tad or lower the top end of the eq just a tad but so far its pretty promising. The spatial and environmental sounds seem much more "airy" but further testing needs to be done to determine how much is just placebo from a new listening perspective. I'm testing this on pc350 headphones which already have a decent sound stage in default TDM audio. EDIT2: This software functions on Windows 7/8 only.
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