Closed silentrzk closed 1 day ago
This appears to be a quirk of the audio engine, it will play any listed Sounds
using the sampling rate/frequency of the first sample. Your new sounds are 48000hz and vanilla game's radio sounds are 22050hz. Because gradio1X
will always be the first sound played, it will play the rest using same frequency, resulting in slowed-down playback for the 48khz ones.
Use same sampling rate across all listed sounds for a single event. Hard to say if it is a 'bug' caused by the developers taking a shortcut or an actual technical limitation. Either way, it is unlikely this will get changed in Phobos especially since a practical solution already exists.
Description
A weird bug that the unit's voice was producing low quality audio(Deep voice and in slow motion) which the cause is by using attack and decay sounds. However, the voice's quality is normal as intended if I do not use attack and decay.
I have tried several attempts such as renaming the .wav files, decreasing the number of attack/decay/voice audios on the Sounds tag.
Conditions to reproduce
Unfortunately, I am not sure how to reproduce this bug because it was random as I have never experienced this kind of issue before.
INI code
Steps to reproduce
...
Expected behaviour
The sound quality should be the same as from the original .wav file. With using the attack and decay sounds just like any normal aircraft voices.
Actual behaviour
Low quality output(Deep voice and in slow motion) if I use the attack and decay sounds.
Additional context
https://github.com/Phobos-developers/Phobos/assets/173544238/de9f938f-f6d9-4a9c-a476-dd2920927e45
audio bug.zip
Inside the .zip file, it contains the .wav files that cause the bug. I have used different sounds with using attack and decay, but they worked as intended. However, I'd still like to find a way to solve this issue to avoid encountering this complicated bug and of course I want to use those voices in my mod.
Checklist