Question? - Sound all static, garbled, broken - Fixes! (by Hermskii on the Old Forum)
[quote author="July 20 2014 Hermskii"] I'm hunting for the fix to the sound issue where when you first start up UT, aka Unreal Tournament, and the sound is all static, garbled, broken and just sounds so bad you can't play UT and you have to reboot until it sounds normal again. :blahblah1:
I think I recall changing one simple setting in UT and the issue goes away.
[quote author="July 21 2014 Hermskii"] That was the fix Chamberly! I knew it was something totally easy like that but I just could not recall the final answer. Thank you all so very much for your feedback. Especially yours Chamberly!
Wow, yeah, I had forgotten all about that too. Now, with my memory jogged by Chamberly, I do somewhat remember seeing that simple fix and mental noting to do it next time I play - update my UnrealTournament.ini file. On occasion, not a lot, but when I play UT, sometimes I have that very same sound problem you described Hermskii. Most of the time it does not happen I thought it was just me.
Thank you Hermskii for bringing it back to light and Chamberly for recalling the fix for us. I also Thank you ALL (Chamberly Dr.Flay Hermskii Nelsona Terraniux) for your contributions to this thread that is needed by UT Players I DID add this into the Player How To section here.
[quote author="July 21 2014 Chamberly"] Yes those are the one I'm talking about. I said replace any, because we all never know if we are going to use different sound renders or not some other times. Most of the time, you want to change the value to the one you currently use. It always have something to do with the sounds of course haha.
But I always use 70 for latency. But I'm sure you knew what I was talking about when I told you to change it to 70...
[quote author="July 22 2014 Chamberly"] Well as I tried googling the UT99 Latency=70 Sounds, not much of an answer shown but a lot of peoples advising others to use 70 because when I was new, they told me to put it to 70 and it works.
I can guess by an idea, probably the reason why I choose 70 was like increasing the netspeed, so you can do more functionality in the server (I regularly use 20k even on a ISDN/DSL connection which I only have in the mountain)... but instead, since it was crackly in 40, the difference show a little bit when you increase it to 50, 60, etc. and I did have a little crackling every once in awhile to I keep it at 70. I guess the default could still work with Win XP at least.
But it just an idea how it could work, I never looked at the code to see what it does...yet
[quote author="July 22 2014 Nelsona"] Good, some hint for Win XP systems is described at Wiki, we don't need to guess. Let me reproduce sound configuration recommended at Wiki for XP case: - Latency=60 - OutputRate=22050Hz - (Effects)Channels=8 And this ought to match the most of hardware configurations - for both default configurations. Personally I report 0 issues for sound using these values. Thank you for reading!
[quote author="July 24 2014 Dr.Flay"] The defaults were made to work on the lowliest of older existing PCs that would struggle to play it at the time. eg. a 266MHz Pentium 1, Win95, 32MB RAM, and 8 channel sound.
My XP box is capable of 64 HW channels, 256 SW channels, 48000Hz, 24bit. I don't have a problem on the default setting either (that is the point of basic defaults), but I also don't have a problem using the Galaxy renderer for any other settings the hardware handles natively. Most modern chips have 64 HW channels, and Galaxy tops-out at 32, so you it is hard to strain it.
Latency when used with audio drivers is usually measured in milliseconds, but the problem is unless you know how much latency your sound chip has, you can only guess. The nForce 2 chip in my XP PC, has a latency of about 10 milliseconds, but once you include the buffer and processing it can be around 15.
I have not tried changing the latency in UT, but I have to set it in audio software that uses "ASIO" drivers. I'm not sure if UT is adding or subtracting, but I assume it is adding. If so, then making it a bigger number adds more delay to the audio.
Finding your perfect latency is a pain, and good settings for 1, may not be good for another. On a newer PC I would try reducing it from the defaults, before adding.
:idea: However, using the new renderers lets you use all 64 HW channels and even OGG files in a UMX, which for my money is worth every penny
I DID take the original thread in Hermskii's section and copy most of it to this Player How To section. - FYI! It is needed here by many UT players I think, and the fixes in this thread work for them.
Again - Thank you Hermskii for bringing it back to light and Chamberly for recalling the fix for us. I also Thank you ALL (Chamberly Dr.Flay Hermskii Nelsona Terraniux) for your contributions to this thread that is needed by UT Players!
The fixes posted here seem to work for ALL - Yep, I read that even billybill said that he learned from this thread, and that the fixes here fixed his problem with sound LOL
[quote author="August 18 2014 Dr.Flay"] I'm guessing Smirftsch is the person most able to give the best explanation, and indeed advise us to what the best modern settings.
It is always worth checking to see if your Galaxy renderer is either 1) Original 436 2) Official Creative EAX update/patch 3) Unofficial 451b patch.
Sometimes swapping to one of the others will also solve the problem. I had scratchy audio with the Creative patched version until I used the generic OpenAL windows driver, instead of the nForce original.
[quote author="August 18 2014 Nelsona"] As I know so far from my small coding mutators experience, sound used by UT has the mostly 22050 Hz, I simply don't understand why setting up a higher frequency helps. Only if is interpolating presumed samples, else spoken are just fake frequencies. If original sound from a level has 22kHz I don't believe in Vodoo magic about listening at 44KHz, because simply has null samples - I trans-coded movies in my pathetic free time 7-8 years ago to run them on Pentium I and I know what is here and there.
This for me looks like a movie having 320×240 running at 1024×768 and all people are clapping hands because it runs on 1024×768 and is awesome but isn't ever 1024×768 just a rescaled MPEG with nothing so special. Else I've heard about S3TC textures that are meant to replace stock textures for a better visual game but nobody told anything about replacing stock sounds with high-resolution sounds for enhanced audio effects. Else if such a new story shows up, I'm totally interested in any new sort of sounds, but I'm highly doubt to see Unreal Engine 1 supporting such stuff (not this still unfixed 451 any) - probably other one...
I won't waste time to capture UT sounds VIA Stereo Output and to analyze frequency just to confirm what I already know and I'm pretty convinced about what I think. My ears aren't cheating me yet...