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[Bug] inacurrate sound interpolation #16

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SpelzR2 opened this issue Jul 8, 2024 · 4 comments
Open

[Bug] inacurrate sound interpolation #16

SpelzR2 opened this issue Jul 8, 2024 · 4 comments

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@SpelzR2
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SpelzR2 commented Jul 8, 2024

As with version 2022.07.27 the sound interpolation isn't quite faithful to the DOS version. The sound effects in ChocolateDuke3D sound harsher / more pronounced in the higher frequencies than in the DOS version. Other source ports like Raze or Eduke32 suffers from the same problem. I've made samples of nearly every weapon to compare.

DOS sound effects
ChocolateDuke3D sound effects (recorded with Eduke32, sounds identical to ChocolateDuke3D)

@GPSnoopy
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GPSnoopy commented Jul 9, 2024

On top of the comments in #15 , IIRC, one big change compared to the DOS version is that SDLaudio can run at 16bit 44kHz. I might be misremembering, but that would definitely cause the audio to sound different depending on how SDL interpolates, and/or the OS sound system/libraries.

@SpelzR2
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SpelzR2 commented Jul 9, 2024

DOS Duke is also able to use 16bit audio with 44khz (it is selectable in the Duke3Dsetup). I've checked DosBox-X configurations and then configured Duke3D with Soundblaster, set to 16bit and 44khz with max. voices. It seems to be connected to SDLAudio (or in Razes case to OpenAL) which handles the interpolation in a different way. I believe Eduke32 / Rednukem also uses SDL and it has the same problem.

@GPSnoopy
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GPSnoopy commented Jul 9, 2024

I stand corrected. Thanks for all the details 👍

@SpelzR2
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SpelzR2 commented Jul 10, 2024

Just for the sake of completeness, I've taken screenshots from the DOS setup of Duke3D. I hope this helps somehow:

setup1
setup2
setup3
setup4
setup5

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