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dmaHD: New Sound System Rate Topic: ***** 4 Votes

Optimized 3D-Hybrid-HRTF multi-platform sound system for Urban Terror.

#111 User is offline   ObScUrE Icon

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Posted 02 December 2010 - 06:49 PM

View Postp5yc0runn3r, on 09 November 2010 - 03:49 PM, said:

/dmaHD_enable
This will enable (1) or disable (0) dmaHD.
Default: "1"

it will crash when changed on the fly so this option needs an game restart.

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#112 User is offline   inso Icon

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Posted 02 December 2010 - 07:16 PM

Ok, for the guys having the "pfrrrrrrrrrrrhhhh' bug. Easy to fix :

If you enable SMP with mitsubishi build (r_smp "1")

You have to set : s_smpRepeat "32"

I think i fixed this bug by doing this. I'm not 100% sure, btw. :)

#113 User is offline   mitsubishi Icon

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Posted 02 December 2010 - 07:36 PM

s_smp is sound related, irrelevant to r_smp and r_smp does nothing unless one enabled it in code and then compiled it (which should be broken on almost anything apart from macs).

#114 User is offline   p5yc0runn3r Icon

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Posted 04 December 2010 - 12:10 AM

View Postmitsubishi, on 02 December 2010 - 07:36 PM, said:

s_smp is sound related, irrelevant to r_smp and r_smp does nothing unless one enabled it in code and then compiled it (which should be broken on almost anything apart from macs).

Hi guys. I have not yet managed to reproduce the hissing sound you mentioned.

On a side note; I have had a lot of people using dmaHD lately and many are saying it is really good and better than iKALiZER. I thank you for your support and I sincerely hope that this can be put in dmaHD if FS wants to unless there is something better.

This post has been edited by p5yc0runn3r: 04 December 2010 - 12:11 AM

dmaHD developer | engine developer | crazy person

#115 User is offline   3akoh Icon

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Posted 04 December 2010 - 02:45 AM

View Postpollofeliz, on 02 December 2010 - 12:34 PM, said:

I played a few rounds with the mitsubishi's December 1st build today. The static noise is gone now. Everyone should get the latest build and test everything again..


Duh! Today I fired up urt, and hear that noise again! Let me know what debugging information you need.. this is with Dec 1st mitsubishi's build.

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#116 User is offline   3akoh Icon

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Posted 04 December 2010 - 02:51 AM

View Postp5yc0runn3r, on 04 December 2010 - 12:10 AM, said:

Hi guys. I have not yet managed to reproduce the hissing sound you mentioned.

On a side note; I have had a lot of people using dmaHD lately and many are saying it is really good and better than iKALiZER. I thank you for your support and I sincerely hope that this can be put in dmaHD if FS wants to unless there is something better.


I can't distinguish between dmaHD and iKalizer when ikalizer is in headphone HRTF mode (ChannelMode = 0x21). To test the difference between front and back, I load an empty map and launch a HK69 grenade in front of me, and then do a 180 degree turn before it explodes. However, if I set ikalizer's ChannelMode = 0x25 (holographic headphone mode), the difference between front/back sounds seems more pronounced, and I kinda prefer that mode. It would be nice if there was an option to make dmaHD produce that kind of sound as well.

PS: I agree. dmaHD is very useful. I don't know about fancier sound systems, but having a stereo headphone optimized surround sound system with 44KHz sampling that works without an overpriced "gaming" sound card is a must for modern FPS game IMHO.

This post has been edited by 3akoh: 04 December 2010 - 03:02 AM


#117 User is offline   mitsubishi Icon

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Posted 04 December 2010 - 07:06 AM

View Post3akoh, on 04 December 2010 - 02:45 AM, said:

Duh! Today I fired up urt, and hear that noise again! Let me know what debugging information you need.. this is with Dec 1st mitsubishi's build.

I can't speak for him but I suspect q3config.cfg may help. Upload it somewhere. Notice though it's in %appdata%/Quake3/q3ut4 directory in windows in that build (unless one overrides it with +set fs_homepath). [The exe directory/q3ut4 may have one but it may be from an older installation [though if you're lucky it's same[if you didn't change anything]].]
When I had the noise issue the first time it was fixed because I uploaded the config and he found s_volume being different from his.

This post has been edited by mitsubishi: 04 December 2010 - 07:09 AM


#118 User is offline   pollofeliz Icon

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Posted 04 December 2010 - 12:14 PM

I tried to play on abbey today. The loud noise was definitely there, at random times. Here is my config file:

My link

PS: By the way, starting yesterday, the server browser stopped retrieving any servers. Any way to tell from the config file why this happens? Thanks.
3AKOH
(usually)

#119 User is offline   SubJunk Icon

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Posted 04 December 2010 - 09:26 PM

View Postpollofeliz, on 04 December 2010 - 12:14 PM, said:

starting yesterday, the server browser stopped retrieving any servers. Any way to tell from the config file why this happens? Thanks.
Check the front page news announcement :)

#120 User is offline   mitsubishi Icon

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Posted 05 December 2010 - 12:57 AM

Duh...

If you get noise try /s_volume 1 first.

I found the exact same noise when running it on a virtual box linux on s_volume 0.1. It was fixed when using s_volume 1.

A very short demo that reproduces it every time http://www.www0.org/urt/noise.dm_68

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