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Quiet music #502

Open wisetrap11 opened 1 year ago

wisetrap11 commented 1 year ago

Hi, I've just finished playing through Doom 3 using this source port. However, something that's been bugging me throughout my playthrough was that the music was noticeably quieter in the port compared to its volume when playing Doom 3 without the port, to the point where I'm not even sure if there was any music at all outside of the main theme and the music that plays during the Cyberdemon intro and defeat cutscenes. I should note that everything else (sound effects, voice lines, etc.) is perfectly audible-- It's just the music that's having this problem. I've tried changing the Speakers and EAX 4.0 HD settings in the options, but to no avail, and the settings show that the volume slider is all the way up. As such, I'm not sure how to fix this issue. Is there any way to solve this?

DanielGibson commented 1 year ago

Are you sure there even is other music in the game? If so, do you have a video or sth of the original where the music is audible, for comparison?

adecrepitcabbage commented 1 year ago

@DanielGibson I think it's important to listen to end-users when they come to a place as relatively niche as a git to file a report. For us, all that matters is trying to preserve the experience as close to 'as-is' as possible. Right now, it's still possible to play the original Doom 3 and note things these things; for some of us, myself included, the auditory experience is one of the prime reasons Doom 3 is our favourite entry into the series.

For the record, there is music in the GUI, various audio 'stingers' that contribute greatly to the ambience, and change the feel dramatically when removed or dampened. I don't know if I'd call them all music, but ambience works just as well. The most notable early example that isn't the pause menu music is the first confrontation with the Pinky, and the most notable non-music variations are the effects and chatter that occur during the scene at the Comms tower where you first see a Lost Soul at work and a bunch of different sfx (channels?) are playing at once. I do not possess the technology or internet speed to capture videos, because my internet is worse then it was 20 years ago.

I will be lending my full report to #503 which I believe this is a sub-issue of. My hope is that in doing so I will be able to contribute to a future permanent non-user-dependent fix to the issue as reported.

DanielGibson commented 1 year ago

I think it's important to listen to end-users when they come to a place as relatively niche as a git to file a report.

Sure, but keep in mind that I'm doing this for free, in my (scarce) free time. So I won't spend lots of time comparing different Doom3 versions on different systems myself, trying to find a difference (that might even only occur on some places in some levels!), but instead ask for clarifications and demonstrations of the issues.

Videos that demonstrate the differences, like the ones posted in #503, are very helpful for this, and so are savegames and/or step-by-step instructions on how to reproduce bugs.

In this specific case, the only place where there's real music is the main menu, in the game there are "only" ambient noises that, unlike "normal/real" music in many other games (think Classic Doom or Quake 2) are not played in stereo directly to the player (like if the Doom guy was wearing headphones) - those ambient noises come from sound sources that have a position in the levels, so naturally they get louder/quiter (or even become inaudible) depending on your position etc. So to reproduce and investigate this bug, I'd need to know a few specific places in specific levels where the differences are noticeable, and ideally a description on what's different, so I know what to look (or rather listen) for.