Game Development Community

Audio channel volumes being bastardarized

by Manoel Neto · in Torque Game Engine · 08/04/2005 (12:55 am) · 0 replies

That'll teach me to NEVER leave heavy audio implementations to the last days before the deadline. Now we'll have to prepare a patch for our game, due to the awesomely broken TGE audio susbsystem.

Here's my problem: I got music (streaming OGG) and sound emitters (some OGGs, some WAVs), like any normal game do. Then we went to add voices to the game (spoken dialog). Hell broke loose.

When playing our cutscenes, the voices (mono OGGs playerd as 2D sounds on the client, with no preloading - turning the streaming flag only makes it worse) will ocasionally swap their volumes with some random sound that happens to be playing. As exaple, if an audio emitter far away starts playing more or less when the voice is starting to play, the voice volume will be adjusted to whatever falloff that sound is using.

Worse: we decrease the music channel volume before playing the voice samples, to avoid confusion, and sometimes it's the voices themselves that'll get a lower volume, not the music.

This is making me CRAZY. I'm at the office at 5AM totally pissed about a problem whose cause is unknown to me. I tried creating a batch script to create and savev audioprofiles for all voices to an script, but it yelds the same results. I kinds suspect there's a problem with the fact these OGGs are mono sounds, being played as 2D sounds, but I just can't convert them into stereo to test, and my attempts to use them as 3D sounds were nill (they either sound too low, or cutoff when the camera is moving).

Can anyone give me some advice on how to solve this mess? If at least the sounds would keep their fingers inside their own channels (I got the voices in a separate channel, but it doesn't solve any problems)..