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Better sound support on vanilla WinQuake

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JasonX Joined: 21 Apr 2009 Posts: 89 |

Posted: Thu Jul 22, 2010 7:38 pm Post subject: Better sound support on vanilla WinQuake |

Does anyone know some tutorials or snippets that implement a less limited sound support for vanilla WinQuake, without libs or dependencies?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Jul 22, 2010 8:21 pm Post subject: |

What type of better sound support do you mean? _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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reckless Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger |

Posted: Thu Jul 22, 2010 8:41 pm Post subject: |

mh's modifications ? should work fine with winquake. only dependency is directx and glquake shares the same code. as for no dependencies on libraries etc hmm you might need to update the aged directx sdk comming with the vanilla source but thats about it

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JasonX Joined: 21 Apr 2009 Posts: 89 |

Posted: Thu Jul 22, 2010 8:47 pm Post subject: |

Well, in short terms, using better-quality WAV files.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Jul 22, 2010 9:11 pm Post subject: |

you mean like dos quake's '-sspeed 44100' argument? sadly it doesn't exist in winquake/glquake, but its pretty much a 1 or two line change. just change the default if you're lazy. the mixer itself supports any speed, but the output picks 11khz by default, and the hardware may have additional limitations. directsound should hide that anyway though.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jul 23, 2010 3:08 am Post subject: |

I don't think he means frequency alone, but different methods of buffering and mixing, perhaps with random pitch support and 3d spatialization/doppler as well as echo/chorus/reverb. 44khz sound is not going to magically make Quake catch up to Half-Life.
the only higher rate sounds in Quake are fish chomps, an unused shub 'omnomnom' (eat that hwguy) and a lightning gun zapping.
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JasonX Joined: 21 Apr 2009 Posts: 89 |

Posted: Fri Jul 23, 2010 3:12 pm Post subject: |

No, i don't mean different methods of buffering and mixing. Just a way of using better quality sound files. Quake only accepts Unsigned 8 bit PCM, at 8000 hz.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Fri Jul 23, 2010 3:20 pm Post subject: |

huh? quake accepts 16bit 44khz mono PCM wav files just plays them at 16bit 11khz by default. if you receive 8khz then your hardware sucks. go in to snd_win.c find instances of 11025 and change them to 44100. job done.
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