MadDeCoDeR / Classic-RBDOOM-3-BFG

DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG) is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.
GNU General Public License v3.0
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Inclusion of different audio levels? #34

Open SkacikPL opened 5 years ago

SkacikPL commented 5 years ago

It seems that BFG edition feeds all sounds with same parameters which is far from ideal, inclusion of EFX reverbs, whilst great in general - really causes the lack of audio mixing to stand out.

All sounds are played at same volume and are processed by the effects, firstly causing insane drowning out effect where individual sounds cannot be discerned (especially voiceovers) and secondly (more of a nitpick) music or radio calls shouldn't have reverbs at all.

Taking a surface level glance at the code i see no easy way to bypass this. Maybe the easiest hack would be to split sounds into appropriate categories by their path/name depending on how consistent the naming scheme in game files is.

Ideally there would be at least 4 separate "channels" to be mixed in at different levels and be possibly excluded from reverbs:

Of course this is just a suggestion but i feel that in the long run it'd be a great QOL since as much as i'm fan of OpenAL with its effects and HRTF processing, it's really hard to play more than one level in one sitting without getting really worn out by the "sound spam".

MadDeCoDeR commented 5 years ago

The sound channels are easy to distinct them but the EFX can easily silence channels that don't have reverb (that is why radio calls have reverb).

SkacikPL commented 5 years ago

The sound channels are easy to distinct them but the EFX can easily silence channels that don't have reverb (that is why radio calls have reverb).

All in all this is how it sounds on my end: https://youtu.be/BcclH_QCh8Q?t=70

Once there's more than 2 or 3 sounds at once it all becomes drowned out and individual sounds cannot be identified anymore, even with reverb voiceovers/radio calls are very hard to listen to and understand. This makes certain elements of actual gameplay really hard as i simply don't hear enemies approaching over other sounds.

Without different audio mixing levels it's impossible to tweak that to individually acceptable levels.