OpenJKDF2 icon indicating copy to clipboard operation
OpenJKDF2 copied to clipboard

Ambient sounds not working

Open vaeltasomething opened this issue 1 year ago • 23 comments
trafficstars

Hello. This is a very impressive project - but I'm having one problem (and I've signed up for this account just to report it/get some help with it!).

On a fresh (GOG) install plus only OpenJKDF2 (latest version today), I don't have any ambient sounds like the cantina music, wind noises, underwater noise, etc. Everything else is fine (including music).

Edit: Just to say that if I run without OpenJKDF2 the ambient noises are present. (I have to run without hardware acceleration or it crashes, however.)

Really hoping this can be fixed - it will be quite a nostalgic trip to play this one again. It was quite a big part of my teen years! Thanks for the work put into it.

vaeltasomething avatar Nov 18 '24 18:11 vaeltasomething

huh, that's a new one. Maybe double check the sound settings in-game but tbh the sound subsystem was always one of the more troublesome areas, I assume this is the Windows exe? I'll take a look.

shinyquagsire23 avatar Nov 18 '24 18:11 shinyquagsire23

Actually also: Try with and without 3D audio enabled, I could see that being a possible factor (esp if you have an actual surround sound setup)

shinyquagsire23 avatar Nov 18 '24 18:11 shinyquagsire23

Hi. Yes, I've tried with and without the "A3D" setting. (And I even went and installed A3D Alchemy just in case it needed that..)

And yes, sorry, Windows 11 Pro.

vaeltasomething avatar Nov 18 '24 19:11 vaeltasomething

Hi,

Same problem here. All volume settings maxed out in game. It doesn't matter if A3D is turned on or off. No ambient and cantina sound, even on a onboard Realtek soundchip. I switched back to 0.9.1 and all works fine again.

I am using Windows 10 Pro.

MarcoWanke avatar Nov 22 '24 17:11 MarcoWanke

I'm using the Flathub release and the bar music has stopped working for me as well in 0.9.2, with or without A3D enabled.

Smoke39 avatar Nov 24 '24 06:11 Smoke39

Should be resolved in v0.9.3

shinyquagsire23 avatar Nov 28 '24 19:11 shinyquagsire23

Fixed for JK - not for MOTS.

vaeltasomething avatar Dec 05 '24 22:12 vaeltasomething

hmmm might be a different bug I guess, there's not really any MoTS changes to sounds but idk

shinyquagsire23 avatar Dec 05 '24 22:12 shinyquagsire23

tbh I can't really recreate the issue for MoTS, the cantina sounds and sector ambience seems fine? Is there a specific spot that it's broken maybe?

shinyquagsire23 avatar Dec 07 '24 19:12 shinyquagsire23

I've just had a test - Yeah, doesn't seem to be an OpenJK problem. I think there are some sectors in MOTS that don't have sounds when they should - even underwater. Funny - I thought that one was just automatic, from what I remember of editing JK 25 years ago! (My word that makes me feel old.)

I played through JK. Hugely nostalgic. And then found that Massassi Temple is still kicking and I downloaded some of my old favourites. Thanks for making JK so easy to play again.

vaeltasomething avatar Dec 07 '24 21:12 vaeltasomething

Would you mind sharing which levels or even the specific underwater areas that have this problem? I’d be happy to look into it.

shimstock22 avatar Dec 07 '24 21:12 shimstock22

It was a few. But it's definitely not OpenJK related - I just checked this playthrough video (https://youtu.be/S-R2fprGAME) and at 37 minutes 10 seconds, I see the same thing: no underwater sound.

Let's face it: MoTS was a bit rubbish! (And I have nowhere near the same level of fondness as for JK itself.)

vaeltasomething avatar Dec 07 '24 21:12 vaeltasomething

Thanks, yeah if you find any other sector sounds not playing, list them here. I’ll fix each one in the patched level set.

shimstock22 avatar Dec 07 '24 21:12 shimstock22

I can confirm, no underwear sector sounds are present in all the underwater sectors of the level. It definitely needs a fix for people that prefer music off. Easy fix, but I’ll be double checking other levels for the same issue. Have you noticed sector sounds other than underwater that should be there?

shimstock22 avatar Dec 08 '24 16:12 shimstock22

I just finished playing the whole game - most underwater sectors had no noise.

vaeltasomething avatar Dec 08 '24 17:12 vaeltasomething

All underwater sector sounds have been added back in. Very monotonous copy-and-paste chore. You were correct, they were 99% missing from the game. Thanks, nice find! I’m hoping to have the patched level set on Massassi this month.

shimstock22 avatar Dec 08 '24 20:12 shimstock22

I will look forward to that. Thanks for all the effort.

vaeltasomething avatar Dec 09 '24 18:12 vaeltasomething

As I was double checking each level, I ended up noticing eventually that sector sounds may indeed be a giant oversight by LEC. Take Kaeroboni’s Base for example—missing river and waterfall sounds are obvious. I noticed LEC’s intention to have them, because most sector sounds seem to be already in place but volume set to zero!! Looking at the level in text, I can see waterfall, wind, river, tech, and industrial sounds that were supposed to play all over the level. I haven’t looked this closely into other levels, but others probably have this issue as well. Giant mess and will take some time to implement, but I thought you would appreciate knowing.

shimstock22 avatar Dec 10 '24 22:12 shimstock22

Is that a problem that affects JK too then? Or just sloppy work in MoTS of an otherwise properly functioning mechanic? It certainly is inferior in pretty much every way to JK, IMO. Good luck trying to improve it!

vaeltasomething avatar Dec 11 '24 12:12 vaeltasomething

JK might have the same issue but I’d expect on a much lesser scale. My focus right now is on MotS. If MotS was given the same development time as JK, I’d say it would be sloppy work. But unfortunately they were given considerably less time to complete it and suffers the lack of polish you can expect from a rush job.

shimstock22 avatar Dec 11 '24 14:12 shimstock22

I will say, I suspect some sounds being missing (or sounds pushed to 0) might be artistic decisions, to me it makes sense that the underwater escape sequence puts a focus on the music. Could also be technical, ie some sound cards had very few audio channels and sounds kept getting dropped.

shinyquagsire23 avatar Dec 11 '24 23:12 shinyquagsire23

Either way, if you turn the music volume all the way down it won’t be so dull!

Here’s the first release of MotS+ which has all the bug fixes and more! https://www.massassi.net/levels/files/3157.shtml

shimstock22 avatar Dec 19 '24 03:12 shimstock22

Cool. I will enjoy having a playthrough of that sometime. Thank you!

vaeltasomething avatar Dec 19 '24 08:12 vaeltasomething