DeTeEff Posted July 8, 2015 Report Posted July 8, 2015 This is weird. In certain ambients I've started to hear a faint high pitched tone. I first heard it in darknessfalls_z but I have tried forest_children_z and factory_01_loop and several others which also have high pitch tone that in some cases pulsates with the music :S The sound is okay in the editor. I have tried with a new, empty map but still same sound... Now don't tell me it's a sound driver thing 1 Quote
Airship Ballet Posted July 9, 2015 Report Posted July 9, 2015 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
SteveL Posted July 9, 2015 Report Posted July 9, 2015 This is the first report I've seen for this problem. There's a problem with sounds popping occasionally that'll be fixed in 2.04, but that's unrelated. You'd never come across it in an empty test map. What's your setup in that test map? Are you using a simple speaker, or the location system? Quote
OrbWeaver Posted July 9, 2015 Report Posted July 9, 2015 Do you get the whine even if you don't have any ambients at all, or does it require an ambient to trigger it? Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts
DeTeEff Posted July 9, 2015 Author Report Posted July 9, 2015 It's the zone system and it's triggered by the ambient starting... Now you must think I'm crazy. I just got out of bed and fired up my computer to try to record the noise but it seems to have stopped now. I did reboot yesterday to see if it made any difference but it did not. Well, at least it's gone now 2 Quote
DeTeEff Posted July 9, 2015 Author Report Posted July 9, 2015 Shall test again this evening to see if it still absent... I feel so dumb for reporting strange things that just dissappear... Quote
Sotha Posted July 9, 2015 Report Posted July 9, 2015 It is a well known symptom of FMPD (Fan Mission Publishing Deprivation) Syndrome, which is relatively common among mappers. It will heal by itself once you release a new FM for TDM. Just work on your WIP harder. Trust me, I'm a doctor. 2 Quote Clipper-The mapper's best friend.
DeTeEff Posted July 9, 2015 Author Report Posted July 9, 2015 Funny thing is, I've got real tinnitus but it is not as annoying as "bugs" in the mod that emmerge and then just scamper away Sooo, the finlandier wants more missions from the swede? I've got some nice ideas that I will build/implement this evening. No plot just yet, only planless city building. It's easy to implement storys later, especially as I take so much time to create things (much time to thing about plot). Sidenote, use earplugs when attending conserts ore going to clubs! You do NOT want to experience tinnitus. My version is VERY mild but as I got it some months ago, (on a club) I got real scared and wondered how I could cope with that crap. Quote
DimkaMt Posted November 25, 2016 Report Posted November 25, 2016 Tom Larson Dub-Techno / Electro / Ambient Quote
DeTeEff Posted November 28, 2016 Author Report Posted November 28, 2016 Now here we go again! Last night the high pitched sound was there again. I didn't record it but when I started mapping today I found yet another strange sound error. It seemed like the game didn't want to play certain ambient correctly. It sorta played it in a lower pitch/slower tempo... I have recorded proof This is the ambient city_night04_loop_z first played in darkradiant and then in game. What is going on?? https://ufile.io/f0121 And this is city_streets01_loop_z played first in darkradiant then in the map https://ufile.io/aa241 Quote
Spooks Posted November 28, 2016 Report Posted November 28, 2016 I posted about this a year ago in the newbie thread but nobody replied. There is a difference in how the "_z" (zoned) ambients and normal ambients play in-game. Can you do these tests with regular, non-zoned ambience and tell me if the problem persists? Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!
kingsal Posted November 29, 2016 Report Posted November 29, 2016 (edited) That's definitely a strange bug.. If it's any help:I messed around with you files and it looks like the in-game version is playing at half the speed. Any audio file you run through a game engine is usually going to have different characteristics in-game (compression, volume ,ect). However, I've never heard anything play at half speed unless its some kind of sample rate issue.. As far as I know, the only difference between the zoned ambient sound shaders is that they play a brief silent .ogg before they start. I remember reading somewhere that it prevents audio popping when switching between ambient tracks. Edited November 29, 2016 by kingsal Quote Volta and the Stone / Volta II: Cauldron of the Gods / Volta III: Gemcutter Snowed Inn / Hazard Pay / Moongate Ruckus
DeTeEff Posted November 29, 2016 Author Report Posted November 29, 2016 I posted about this a year ago in the newbie thread but nobody replied. There is a difference in how the "_z" (zoned) ambients and normal ambients play in-game. Can you do these tests with regular, non-zoned ambience and tell me if the problem persists? city_streets01_loop_z used on an ordinary green speaker - Slow bug sound city_streets01_loop_z used the zoning system - Slow bug sound city_streets01_loop used on an ordinary green speaker - Correct sound city_streets01_loop used on the zoning system - Correct sound (No popping what I've noticed) I think I'll stick to the shaders without the Z then Thanks Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.