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Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Wed Jan 30, 2008 4:47 am    Post subject: Reply with quote

leileilol wrote:
LordHavoc wrote:
Sajt wrote:
No, almost all of the original sounds are 11 khz, some are 8 bit and some are 16 bit iirc. QTest had more 22 khz sounds but they went with 11 khz for the release.


The Quake ogre has some 22khz sounds, and the teleporter sounds are 22khz, some people really hate the ringing teleporter sound and the ogre sight sound when using 22khz or greater playback, one of the more common complaints I've gotten about DarkPlaces in the past.


Actually the only non-11KHz sounds exist in retail final Quake are thunderbolt noise, rotfish, and some shub sounds.


Indeed it seems so.

Here's a list:
boss2/death.wav - 16bit 22khz
boss2/idle.wav - 16bit 22khz
boss2/sight.wav - 16bit 22khz
fish/bite.wav - 8bit 22khz
fish/death.wav - 16bit 22khz
fish/idle.wav - 16bit 22khz
weapons/lhit.wav - 16bit 22khz
weapons/lstart.wav - 16bit 22khz

This raises the question - why have people complained so bitterly about ogre sounds in engines that run at greater than 11khz?
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