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Better sound support on vanilla WinQuake

 
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Thu Jul 22, 2010 7:38 pm    Post subject: Better sound support on vanilla WinQuake Reply with quote

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

PostPosted: Thu Jul 22, 2010 8:21 pm    Post subject: Reply with quote

What type of better sound support do you mean?
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reckless



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

PostPosted: Thu Jul 22, 2010 8:41 pm    Post subject: Reply with quote

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 Wink
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Thu Jul 22, 2010 8:47 pm    Post subject: Reply with quote

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



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Thu Jul 22, 2010 9:11 pm    Post subject: Reply with quote

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

PostPosted: Fri Jul 23, 2010 3:08 am    Post subject: Reply with quote

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

PostPosted: Fri Jul 23, 2010 3:12 pm    Post subject: Reply with quote

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

PostPosted: Fri Jul 23, 2010 3:20 pm    Post subject: Reply with quote

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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