[Bug 11499] sound effects not played correctly Battlefield 1942
wine-bugs at winehq.org
wine-bugs at winehq.org
Sat Sep 18 21:10:40 CDT 2010
http://bugs.winehq.org/show_bug.cgi?id=11499
Raymond <superquad.vortex2 at gmail.com> changed:
What |Removed |Added
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CC| |superquad.vortex2 at gmail.com
--- Comment #23 from Raymond <superquad.vortex2 at gmail.com> 2010-09-18 21:10:38 CDT ---
(In reply to comment #12)
> (In reply to comment #11)
> > I don't beleive its the hardware mixing as I seem to have a similar problem
> > with an audigy2 zs. The odd thing is it doesnt happen to all sounds. Some
> > things i hear perfectly. Others are screwed up like the original reporter said.
> > Examples of ones that are cut out "we've lost contact with an outpost"
> > announcement. Heavy weapons like tanks boats etc. Sounds that work perfectly -
> > standard gun fire (sniper rifle), and walking.
> >
>
>
> Yeah, I've had a think about it and it could be the 3D sound code. Almost as
> if sound is diminishing too quickly from the origin and the listener.
>
> hacking the DS3DMODE to always be DS3DMODE_DISABLE in DSOUND_Calc3DBuffer
> produces astonishingly good sound, except all sounds are played as if they are
> to the immediate left or right, since no adjustment takes place.
The winealsa.drv still does not support hardware mixing sound card ,
dwMaxHwMixingAllBuffers and dwMaxHwMixingStreammingBuffers are zero in dscaps
especially dwMaxHw3DAllBuffers and dwMaxHw3DStreammingBuffeers are zero
so it is correct that DS3DMODE_DISABLE when there are no Hw3D buffers
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