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Moderator: Graf Zahl
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okGraf Zahl wrote: Tue May 02, 2017 9:12 I can't do much about the Ogg load times. The 3x increase is what I reliably got when comparing libsndfile with FMod's internal Ogg loader.
I think I misunderstood one thing, so I'm sorry for that. As I understand now, the issue I told above is not related to "underwater cutoff" option in fmod (because during reproducing this issue I was above the water, not under it)Graf Zahl wrote: Tue May 02, 2017 9:12 Yes, the underwater sound is different but I cannot really say I ever liked the overdone effect that was implemented for FMod

Windows 7 x64 Ultimate
I'm sorry to say, but I'm not familiar with doom map editors and don't know how to watch the amount of sound emitters in the maps. This map is E2M10 of Masters of Chaos 1.1: https://zdoom.org/wiki/Masters_of_ChaosGraf Zahl wrote: Tue May 02, 2017 14:54 How many waterfall sounds does that level have? The sound is so overwhelming that I'd say there's far too many of them to begin with.


Graf Zahl wrote: Tue May 02, 2017 17:52 Yes, that is intentional. 8 simply doesn't work anymore with modern sound engines.
Got it, thanks. Hope Caleb will fix it in moc 1.2Graf Zahl wrote: Tue May 02, 2017 17:56 E2M10 contains 119 waterfall sound objects. And even with distance attenuation this just adds up to an overwhelming sound field when in the vicinity of them.
I'd say this can be written off as bad map design.
Which sound format you recommend to use with GZDoom for best compatibility and user experience with openal?Graf Zahl wrote: Tue May 02, 2017 9:12 I can't do much about the Ogg load times. The 3x increase is what I reliably got when comparing libsndfile with FMod's internal Ogg loader.


