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  • Mindf!3ldzX
    replied
    Originally posted by F. B. I. Guy View Post
    No, since my card does not resample, it just outputs what it is given, and I do not have to set a sample rate. Thanks for looking here and trying to help . Could this cracklyness be aliasing from sound higher than 5512.5hz due to the Nyquist-Shannon sampling theorem? Has anyone listened closely to the default sounds? It's not a random crackling that would be caused by a buffer issue (like Spike kindly suggested), but it actually just sounds like almost every sound has a crackle to it, and to me it seems to correlate with higher frequencies, pointing to the theory I mentioned earlier in this post.

    Thanks for all your time and effort!
    the program Audacity could re-sample the audio files possibly, to the frequency your needing to avoid the resample issue.

    PakXplorer is what I use to dig inside Pak files. Rip out the audio files using a pak browsing like PakXplorer, change audio files sample rates, then stick them back in.

    This is another avenue for 'forcing' a desired effect, because if you resample the actual audio files there is a chance Quake will be forced to acknowledge this change? Maybe it will break Quake? IDK! Its a thought though...
    Last edited by Mindf!3ldzX; 08-08-2012, 05:33 PM.

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  • F. B. I. Guy
    replied
    No, since my card does not resample, it just outputs what it is given, and I do not have to set a sample rate. Thanks for looking here and trying to help . Could this cracklyness be aliasing from sound higher than 5512.5hz due to the Nyquist-Shannon sampling theorem? Has anyone listened closely to the default sounds? It's not a random crackling that would be caused by a buffer issue (like Spike kindly suggested), but it actually just sounds like almost every sound has a crackle to it, and to me it seems to correlate with higher frequencies, pointing to the theory I mentioned earlier in this post.

    Thanks for all your time and effort!

    Leave a comment:


  • Mindf!3ldzX
    replied
    have you tried changing the frequency from the Operating System side? It has helped me in the past, because the frequency that is being output + the frequency the game is using don't mix well.

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  • F. B. I. Guy
    replied
    I tried setting _snd_mixahead very high and it is still crackling, I have a Realtek ALC888 which I have tested before to find it does not resample. Thank you for the suggestion, though. Since changing the sample rate in DirectQ fixed it, we have to assume it's just the sound sounding bad right? But I'm curious as to how DirectQ is able to change it; If DirectQ is able to change the sample rate to 44,100hz, and it makes a difference, doesn't that mean Quake's sounds are at least higher than 11,025hz? Or does DirectQ have its own sounds at different sample rates?

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  • Spike
    replied
    you can try increasing the _snd_mixahead cvar (yes, leading underscore).
    it will increase latency but should reduce/stop crackling. too high a value will not work very well though (we're talking seconds here).

    the default sample rate is 11025, which is generally very low by modern standards. many devices only actually support 48khz nowadays (rather than 44khz), and upsampling generally requires the driver has access to the audio in advance.
    too low a mixahead value will mean your driver reads old data within each audio frame (more likely if you have another process stealing cpu), which can result in constant or periodic crackles.

    quake's audio is all a very timing-dependant feature.

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  • F. B. I. Guy
    replied
    Oh, so does that mean the cracklyness I'm hearing is "normal" then? And I did know that DirectQ was open source, it was just the OpenGL vs. DirectX/Direct3D that I meant originally. It's not that I have a problem with closed source software though, I don't. Like your example, I do use the proprietary nvidia drivers when I use Linux just because the open source drivers can't perform nearly as well in 3d. Thanks for your quick help on this matter, and sorry if this has been asked before, I searched first and didn't find anything.
    Last edited by F. B. I. Guy; 08-08-2012, 10:37 AM.

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  • Baker
    replied
    Originally posted by F. B. I. Guy View Post
    but do you have any idea what would cause the sample rate to be so low in ProQuake?
    It is the Quake default. So that is what ProQuake uses.

    I like to use open source software when it is an equal or better alternative to proprietary software (DirectX/Direct3D is closed source, right?
    The DirectQ engine is open source. Although DirectX/Direct3D is Windows-only, is that any more proprietary than a closed source NVIDIA driver on, say, Linux?

    DirectQ is just as open source as ProQuake.

    [In fact, there are a number of similarities between DirectQ and ProQuake ... like the ProQuake Direct3D renderer version (dxpro452.exe) ... mp3 support on Windows ... the list goes on ...]

    I'm a multi-platform guy myself who prefers open source when all things are equal. MH, the author of DirectQ, is as open source as you can get ... mhquake: Going Public

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  • F. B. I. Guy
    replied
    I'm alright with just using DirectQ, and I thank you for helping me with this, but do you have any idea what would cause the sample rate to be so low in ProQuake? I would prefer to use ProQuake as it is cross-platform (although I do mostly use Windows anyway) and I have the option to use OpenGL. I like to use open source software when it is an equal or better alternative to proprietary software (DirectX/Direct3D is closed source, right?). However, if you don't know, it is not a big deal at all.

    Thank You

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  • Baker
    replied
    Originally posted by F. B. I. Guy View Post
    Oh wow, thanks for that very fast reply! That definitely fixed it in DirectQ, but the switch didn't seem to change the sample rate in ProQuake. Is there an equivalent option?
    I'm pretty sure there isn't an equivalent option in ProQuake [unless there is some super obscure GLQuake setting inherited.].

    DirectQ pretty much does everything ProQuake does, so you should be set.

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  • F. B. I. Guy
    replied
    Oh wow, thanks for that very fast reply! That definitely fixed it in DirectQ, but the switch didn't seem to change the sample rate in ProQuake. Is there an equivalent option?

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  • Baker
    replied
    My gut instinct:

    You have too many tasks running or something eating CPU. Have you tried restart your computer? Anytime I've had that problem in the past, I had something in the background (another game) or was low on memory (press CTRL-ALT-DEL to bring up task manager and then click the processes tab ...)

    But first, eliminate your sampling rate thought by trying this:

    Start DirectQuake with -sndspeed 44100

    Like "c:\Quake\DirectQ.exe" -sndspeed 44100 in the Start->Run box or however is easiest for you to do this.

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