bibendovsky / bstone

Unofficial source port for Blake Stone series
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Large volume fluctuations in SFX - some are really loud, others very silent #424

Closed mrmatteastwood closed 1 year ago

mrmatteastwood commented 1 year ago

Steps to Reproduce:

  1. Run bstone 1.2.11 with Aliens of Gold
  2. Play

Current Results: Some sounds are really loud, e.g. when pushing a wall, trying to open a locked door or dying. Others are silent, like closing doors or attacking enemies.

Expected Results: Sounds should be similar in volume.

Video: https://www.youtube.com/watch?v=_4vco3S7B5I

Notes:

bibendovsky commented 1 year ago

Added #425 with builds to test. Applies linear distance clamped model to all audio backends.

mrmatteastwood commented 1 year ago

@bibendovsky Checked again on my desktop using 7.1 sound and my home theatre system. I do think the volume fluctuations have dramatically improved, though the digitized (Sound Blaster) SFX still seem softer than some Adlib effects, e.g. when pushing a wall, trying to open a locked door or dying.

Also, it feels a bit like the sounds fade fast over short distances, i.e., they become fairly quiet even when the emitter (an enemy for example) is not far away.

bibendovsky commented 1 year ago

I do think the volume fluctuations have dramatically improved, though the digitized (Sound Blaster) SFX still seem softer than some Adlib effects, e.g. when pushing a wall, trying to open a locked door or dying.

That is how those sound are digitized. For example, "open door" sound uses only ~50% of amplitude range. The "close door" sound uses only ~25% of the range.

mrmatteastwood commented 1 year ago

@bibendovsky Ah, in that case, I think I can confirm everything works quite as it should :-)

mrmatteastwood commented 1 year ago

@bibendovsky Oh, hang on - unless you'd consider straying from the original intent of the game and normalizing levels a bit more? Perhaps it would make sense to amplify the sounds a tad, and perhaps make them fade more slowly as distances grow, seeing we're now using a 3D sound implementation that the original game never had? I'm thinking the game could benefit a bit from an additional "push".

bibendovsky commented 1 year ago

@bibendovsky Oh, hang on - unless you'd consider straying from the original intent of the game and normalizing levels a bit more? Perhaps it would make sense to amplify the sounds a tad, and perhaps make them fade more slowly as distances grow, seeing we're now using a 3D sound implementation that the original game never had? I'm thinking the game could benefit a bit from an additional "push".

Amplification / normalization is another story. I'll add the issue to not forget about it. Now I need to match the audio attenuation as much as possible to original.

mrmatteastwood commented 1 year ago

Sounds awesome. Really glad you're still working on this, it's a great source port.