Fuzzy sound, how to fix?
by amaranthia · in Torque Game Builder · 12/04/2006 (8:35 pm) · 7 replies
I've just added audio to my game and I've come across a frustrating problem. My music sounds like an old record on a record player. Any idea why this could be happening?
I'm using a WAV that is quite large (24 MB) and I'm using this description and profile:
I'm using a WAV that is quite large (24 MB) and I'm using this description and profile:
new AudioDescription(AudioLooping)
{
volume = 1.0;
isLooping= true;
isStreaming = true;
is3D = false;
type = $GuiAudioType;
};
new AudioProfile(ambient1Audio)
{
filename = "~/data/audio/music/1.wav";
description = "AudioLooping";
preload = false;
};
#2
To me this sounds like some kind of incorrect audio format issue. I know when that loading the wrong Mhz audio file will make it play back all crackley. Is your sound file 44100 mhz?
12/05/2006 (2:08 pm)
Do you know if it happens for them with any other TGB games? To me this sounds like some kind of incorrect audio format issue. I know when that loading the wrong Mhz audio file will make it play back all crackley. Is your sound file 44100 mhz?
#3
12/05/2006 (4:50 pm)
Yes, it happens with other TGB games for me. From what I know, there is something wrong with how nForce 4 works with OpenAL.
#4
12/06/2006 (10:51 pm)
Try using the latest openal driver instead of the one that comes with torque. You can find it at openal.org. I think it installs to your system32 folder and you have to copy it out from there. Make sure you copy the 32 bit version. Do note that this driver does not work on Win98 so you need to use an old one or build your own from their source to support 98. Thanks to Robert Blanchett for support on this issue when I encountered it.
#5
$soundEffect = alxPlay(s16);
12/08/2006 (9:09 pm)
Will do so, Richard. I just experienced another problem... I have a non-looping sound (sword hit) that starts to loop like crazy if I hit an enemy quickly and repetitively. Any suggestions for getting this to stop? Here's the line of code I'm using:$soundEffect = alxPlay(s16);
#6
Check if the sound is already playing and if so, stop it first and start the new one.
12/09/2006 (8:59 am)
That sounds like it is caused by a design error as you can hit faster than the sound needs to finish *I at least assume so*. (so either make hit speed slower, take care that the sound is played faster or that the sound is shorter)Check if the sound is already playing and if so, stop it first and start the new one.
#7
12/12/2006 (2:31 pm)
I agree Marc. I put a check in and the problem has gone away.
Associate amaranthia
You may not have this problem on your machine, but I suspect that your players with the nForce 4 are going to experience it. Just a heads up...