Author Topic: SoundMAX ADI1986A Win (Snd prob slvd)  (Read 3262 times)

vcxzet

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« on: October 02, 2006, 10:52:12 am »
frequently it forgets to play sounds for example sometimes I fire my blaster but it drops the fire sound for a while
changing between openal and normal sound did not help
any ideas?

Stof

  • Posts: 1343
  • Turrets: +1/-1
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #1 on: October 02, 2006, 11:01:22 am »
That's probably because the sound engine doesn't want to play more than n sounds at the same time. I don't think it's due to the soundcard itself.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

vcxzet

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #2 on: October 02, 2006, 11:06:43 am »
Quote from: "Stof"
That's probably because the sound engine doesn't want to play more than n sounds at the same time. I don't think it's due to the soundcard itself.

it is not a soundcard; onboard sound chip. Maybe that is the problem?

rasz_pl

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #3 on: October 02, 2006, 12:52:17 pm »
Quote from: "vcxzet"
Quote from: "Stof"
That's probably because the sound engine doesn't want to play more than n sounds at the same time. I don't think it's due to the soundcard itself.

it is not a soundcard onboard sound chip maybe that is the problem?


some punctuation next time plz:)

yes, its sound card independent. I just HATE to not hear that important shotgun shot when I'm a mara :/
hmmm goes to look for a way to bump up the number of sounds to be mixed

wiki :
Quake 3's sound system outputs to 2 channels using a looping output buffer, mixed from 96 tracks with stereo spatialization and Doppler effect. All of the sound mixing is done within the engine, which can create problems for licensees hoping to implement EAX or surround sound support. Several popular effects such as echos are also absent.

One of the major flaws of the sound system is that the mixer isn't given its own thread, so if the game stalls for too long (particularly while navigating the menus or connecting to a server), the small output buffer will begin to loop, a very noticeable artifact. This problem was also present in the Doom, Quake, and Quake 2 engines.

hmm

vcxzet

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #4 on: October 02, 2006, 03:59:12 pm »
reducing harware acceleration seemed to solve the problem
but it also made the volume lower grrr realtek ac97 was just fine
soundmax is crap! even it does not play mp3s in windows media player correctly

vcxzet

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #5 on: October 03, 2006, 08:43:20 am »
asus is a retarded company :P
I downloaded improved sounddrivers for another motherboard with the same sound chip And it worked I wonder why they didnt put those drivers on my motherboards down page

rasz_pl

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #6 on: October 03, 2006, 12:43:33 pm »
Quote from: "vcxzet"
asus is a retarded company :P
I downloaded improved sounddrivers for another motherboard with the same sound chip And it worked I wonder why they didnt put those drivers on my motherboards down page


erm and all you had to do was to enable openal :) openal mixes in software = sound sriver gets only one sound to play instead of 96 tracks

the problem is sometimes 96 tracks is not enough :(

vcxzet

  • Guest
SoundMAX ADI1986A Win (Snd prob slvd)
« Reply #7 on: October 03, 2006, 04:05:37 pm »
problem existed with openal too :(