[quake3] Unsynced sound sources with q3ut and g_antiwarp 0

Rainer Klaffenboeck rainer.klaffenboeck at inode.at
Tue Sep 12 12:43:59 EDT 2006


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This has nothing to do with g_antiwarp, but with the use of openAL
(s_useOpenAL). While idq3 (and also ioq3 with s_useOpenAl=0) stop
rendering sounds after x sounds simultaneously, ioq3 with openAl on will
render all of them. Therefore the sounds seems to be fuller and longer.
You can also change cg_maxFragments to something lower, like 5 or so,
limiting the glass fragments rendered and therefore also limiting the
sounds being played.

I agree though, that the mixing of lots of sounds produces weird
effects. It seems the more sounds being mixed, the higher the pitch of
the overall sound. Technically this might make sense, but not acoustically.

Please try with lower cg_maxFragments resp. with s_useOpenAl disabled.
For the latter you'll need to snd_restart.

Hobbes

Michele wrote:
> with ioquake3 and q3ut mod + g_antiwarp 0 I notice that sound sources are
> lagged and sometimes multiplied. With 1.32 quake3 it's fine.
> If you want to test it try this server 81.7.176.133:27100 and try to
> break a
> window on uptown map, the sound is different from the quake3 one.
> 
> 
> cheers.
> 

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