TGEA 1.8 Mac Bug ? Sound volume
by Nicolas Buquet · in Torque Game Engine Advanced · 01/19/2009 (7:10 am) · 3 replies
It seems that 2D sounds are not really 2D but 3D.
I discovered this on porting one project from TGE 1.52 to TGEA 1.8 for test purpose.
On home page, 2D sounds or ambiance music play at there right level. But when I enter the 3D simulation, they soon lower until they rapidly become inaudible in a few seconds.
When I come back to the home page, ambiance music or interface sounds are nearly inaudible, as if they were very far away.
I see it happening on the stronghold demo too : audio feedback on home page buttons is audible at start. When I come back from the game to the home page, these same sounds are inaudible except sometimes, one beep will be audible.
These tests are done on a MacBook Pro, Mac OSX.5.6, integrated soundCard, TGEA 1.8.0, 4 GB of RAM, 2.2 GHz…
Edit : Bug not constated on Windows XP.
Nicolas Buquet
www.buquet-net.com/cv/
I discovered this on porting one project from TGE 1.52 to TGEA 1.8 for test purpose.
On home page, 2D sounds or ambiance music play at there right level. But when I enter the 3D simulation, they soon lower until they rapidly become inaudible in a few seconds.
When I come back to the home page, ambiance music or interface sounds are nearly inaudible, as if they were very far away.
I see it happening on the stronghold demo too : audio feedback on home page buttons is audible at start. When I come back from the game to the home page, these same sounds are inaudible except sometimes, one beep will be audible.
These tests are done on a MacBook Pro, Mac OSX.5.6, integrated soundCard, TGEA 1.8.0, 4 GB of RAM, 2.2 GHz…
Edit : Bug not constated on Windows XP.
Nicolas Buquet
www.buquet-net.com/cv/
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#2
OpenAL can be really unintuitive sometimes. "Set AL_SOURCE_RELATIVE to true to get absolute volume". Ugh.
01/28/2009 (12:53 am)
Fixed in 1.8.1. The fix, if you would like to implement now, is in SFXALBuffer::createVoice (sfxALBuffer.cpp:65). Change mOpenAL.alSourcei( *sourceName, AL_SOURCE_RELATIVE, ( mIs3d ? AL_TRUE : AL_FALSE ) );to
mOpenAL.alSourcei( *sourceName, AL_SOURCE_RELATIVE, ( mIs3d ? AL_FALSE : AL_TRUE ) );
OpenAL can be really unintuitive sometimes. "Set AL_SOURCE_RELATIVE to true to get absolute volume". Ugh.
#3
Thanks a lot Alex to look into these, and to rapidly communicate the fix.
Nicolas Buquet
www.buquet-net.com/cv/
01/28/2009 (1:14 am)
Fix integrated, verified and validated on my part.Thanks a lot Alex to look into these, and to rapidly communicate the fix.
Nicolas Buquet
www.buquet-net.com/cv/
Associate Alex Scarborough