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Bug #566

[Resampler] Low quality sound samples play distorted

Added by vermil over 11 years ago. Updated about 3 years ago.

Status:
Progressed
Priority:
Low
Assignee:
-
Category:
Defect
Target version:
Start date:
2008-11-06
% Done:

0%

Tags:

Description

I know this is technically not a bug because sounds of such quality are not officially supported by Dday...

Dday can also not convert Wolf-quality sound effects (approx 6-7 kHz) to either 22 kHz or 44 kHz. If you set your sound quality to either of these, you just get distortion when Dday tries to play them.

Labels: Data

soundt.wad (214 KB) soundt.wad vermil, 2013-11-25 21:51

History

#1 Updated by danij over 8 years ago

DOOM2 uses an odd sample rate for the db shotgun that is currently misprocessed.

#2 Updated by skyjake over 8 years ago

Occurs with FMOD, I take it?

#3 Updated by danij over 8 years ago

It occurs with any of the audio drivers. This issue appears to be a result of the upsample conversion in the engine itself.

#4 Updated by skyjake over 8 years ago

FMOD should be capable of playing any sample frequency as it does it's own mixing/interpolation. Doomsday shouldn't be upsampling at all when using the FMOD sfx interface.

#5 Updated by skyjake over 7 years ago

[Commit f22126d](http://github.com/skyjake/Doomsday-Engine/commit/f22126d3f83e006c68db1a3b1a06314df2933fe3) disables Doomsday's resampling with FMOD. This should resolve the issue?

#6 Updated by skyjake over 7 years ago

- status: open --> accepted
- milestone: v1.9.0-beta6 --> v1.9.10

#7 Updated by skyjake over 6 years ago

  • Target version deleted (1.9.10)

#8 Updated by skyjake over 6 years ago

  • Tags set to Audio, SFX
  • Status changed from In Progress to Feedback
  • Assignee changed from skyjake to vermil
  • Priority changed from Normal to Low

#9 Updated by vermil over 6 years ago

I have now noticed that I was asked to test this about a year ago. My apologies for missing this until now.

FMOD does fix the issue, but introduces another issue; it plays them near all the time, but sometimes, with lots of overlapping 6-7khz sounds, random ones simply don't play at all.

Usually, sounds from hud weapons I notice though.

#10 Updated by vermil over 6 years ago

By FMOD fixing the issue, I mean, the sounds are no longer replaced with distortion.

Maybe not entirely related, but may I suggest that the 1x sampling be renamed to 'no up-sampling' or something similar, as that seems to be what it actually is and some games Dday plans to support in future may not have mostly 11khz sounds.

#11 Updated by vermil over 6 years ago

My apologies; ignore the assertion that the original issue was fixed; I used the wrong sounds to test. I have to rip some original wolf sounds to test with...

#12 Updated by vermil over 6 years ago

Ok, test using original Wolf3D sounds appears to show the original issue is fixed; though the volume of them seemed a little low, but that may just have been the original sounds.

#13 Updated by vermil over 6 years ago

But what about non FMOD plugins?

SDL Mixer for instance.

#14 Updated by vermil over 6 years ago

Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and/or delete their posts on here (it's an admin only option). If I could, I wouldn't have written the above ramble.

Firstly, I missed Skyjake’s request 11 months ago, to test whether this issue was fixed, I apologize for that.

Secondly, FMOD can indeed up sample the 6-7khz sounds from Wolf3D (at least the one sound I used to test), thus 'fixing' this issue. Though I would have thought Dday would have wanted a solution that works with all of its audio plugins?

Thirdly, I noticed an issue with the hud weapon sounds in one of my own old mods (after I originally accidently used said mod to test the original issue, forgetting that it's sounds weren’t in 6-7khz). Randomly Dday or FMOD won't actually play a sound it should at all; it seems to randomly occur when player weapon sounds overlap each other.

Obviously, the issue with my mods sounds is a separate issue and thus requires one though.

#15 Updated by skyjake over 6 years ago

  • Subject changed from Low quality sound samples play distorted to [Resampler] Low quality sound samples play distorted
  • Status changed from Feedback to In Progress
  • Assignee deleted (vermil)

vermil wrote:

Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and/or delete their posts on here (it's an admin only option).

I attempted to give you a right to edit your own posts; does it work?

Secondly, FMOD can indeed up sample the 6-7khz sounds from Wolf3D (at least the one sound I used to test), thus 'fixing' this issue. Though I would have thought Dday would have wanted a solution that works with all of its audio plugins?

Yes, it would be preferable to fix Doomsday's resampling algorithm. The fact that FMOD can do it correctly verifies that the source of the issue is in Doomsday's resampler.

Thirdly, I noticed an issue with the hud weapon sounds in one of my own old mods (after I originally accidently used said mod to test the original issue, forgetting that it's sounds weren’t in 6-7khz). Randomly Dday or FMOD won't actually play a sound it should at all; it seems to randomly occur when player weapon sounds overlap each other.

That's likely a separate issue; you should create another report for it and attach the appropriate data files so the problem can be analyzed.

#16 Updated by vermil over 6 years ago

The ability to edit ones posts appears to work :)

Thanks.

#17 Updated by vermil over 6 years ago

I attach a pwad containing some sounds that Vanilla Doom can play back without issue, but they aren't played back correctly in Dday (Dday just emits a short little squeak).

They replace the SS Guard and Keen sound effects; I took them from this pwad: http://www.doomworld.com/vb/wads-mods/66113-doom-2-the-way-id-did-released-bugfix-update-nov-16/

#18 Updated by skyjake over 6 years ago

  • Assignee set to skyjake

Thanks for the WAD, I'll give it a try at the next suitable time for this type of work.

#19 Updated by skyjake about 6 years ago

  • Category set to Defect
  • Assignee deleted (skyjake)

#20 Updated by skyjake almost 4 years ago

  • Status changed from In Progress to Progressed

#21 Updated by skyjake about 3 years ago

  • Target version set to Modding

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