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audio bitrate?

Postby ceriux » Wed Aug 03, 2011 8:09 pm

Guys how do you change the audio bit rate on modified quake engines?
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Postby xaGe » Wed Aug 03, 2011 10:30 pm

For Darkplaces per the readme:
Command line:

Sound: -sndspeed hz chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)

console commands:

snd_speed 48000 sound output frequency, in hertz

For any other engine I have no idea.
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Postby qbism » Thu Aug 04, 2011 12:35 am

It's hardwired in many engines. Classic quake was 11025. Newer engines may be double that, 44100, or 48000.
It would probably be an easy cvar, like DP.
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Postby ceriux » Thu Aug 04, 2011 3:47 am

thanks guys i also think it's -sndspeed (which i can put into the target of the icon right?)
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Postby xaGe » Thu Aug 04, 2011 5:18 am

Yes just like any other command line option. I assume your talking the target variable from a windows shortcut. so it could look like this:
Code: Select all
C:/quake/darkplaces.exe -window -width 800 -game taov -sndspeed 11025 +map dm6


DP's default for this is 48000.
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Postby ceriux » Thu Aug 04, 2011 6:00 am

it doesnt seem to be working on fitzkurok psp engine -.- i know theres a way to change it but i cant find how =(
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Postby leileilol » Tue Aug 09, 2011 11:37 pm

Only DOS Quake has the feature to change sample rate officially (-sspeed parameter). It wasn't in the Linux, Mac or Windows ports

Very few engines restore it (sometimes as '-sndspeed' even though the standard parameter is -sspeed as defined in snd_dos.c). Not even DirectQ allows it. FitzQuake doesn't either and you wouldn't want the PSP to process high sample rate sound as it's slow with quake already.

It should be noted that Quake, with a different sample rate, will attempt to resample (nearest neighbor) all sounds to the mixer sample rate on load, so even more memory will be consumed for it on higher rates. As if the shitty ass fucking dumb shit as brains fucking lame outdated facepalming selfesteemcompensating unsupported hackedtodeath goodfornothing PSP didn't have enough memory problems already.
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Postby ceriux » Wed Aug 10, 2011 3:11 am

oh, well i found a psp engine that didnt have the problems i was having, plus downsider also compiled me a version of kurok 0.4 with quakes sample rate. both seem to preform fairly well other than kurok and proquake wont load mods with out crashing after trying to start a single player game...
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Postby mh » Wed Aug 10, 2011 9:05 am

leileilol wrote:Not even DirectQ allows it.


:?: :?: :?:

Code: Select all
   // people like higher sampling rates even though Quake's resampling is actually lower quality...
   // oh well
   int rc = COM_CheckParm ("-sspeed");

   if (rc) shm->speed = atoi (com_argv[rc + 1]);

   // qrack users expect this
   if (COM_CheckParm ("-44khz")) shm->speed = 44100;
   if (COM_CheckParm ("-22khz")) shm->speed = 22050;

   // now we need to tidy up the speed as users may provide invalid values...
   if (shm->speed <= 11025)
      shm->speed = 11025;
   else if (shm->speed <= 22050)
      shm->speed = 22050;
   else shm->speed = 44100;


:?: :?: :?:

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Re: audio bitrate?

Postby Nahuel » Thu Aug 25, 2011 1:05 pm

jimmy88 and laurading
:roll:
"spammers spammers everywhere" :(
hi, I am nahuel, I love quake and qc.
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Postby revelator » Thu Aug 25, 2011 2:24 pm

allready reported jimmy1988 and laurading has links to illegal material so i propose her posts to be removed.
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Postby qbism » Thu Aug 25, 2011 4:56 pm

Does directx ignore requested sample rate and do whatever it wants, anyway?
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Postby revelator » Thu Aug 25, 2011 5:09 pm

Does directx ignore requested sample rate and do whatever it wants, anyway?


Maybe some odd stuff with the new way directx handles stuff on Win7/Vista ? actually directsound doesnt work at all on these OS's it seems. If you have the option try it out on XP if it works there i think my assumption is not far of.
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Postby Spike » Thu Aug 25, 2011 5:41 pm

certain sound devices support only a single 48khz format anyway.

directsound has a primary buffer and a secondary buffer. its meant to be a case of writing to the secondary buffer and letting directsound migrate that to the primary one for you.
configure the primary one to set the actual hardware rate, and the secondary buffer for the datarate you want to provide.
quake has a -primarysound argument to get it to write directly to the primary buffer, but doing so is not recommended as a) only one program can access it. b) its rate+config must be a specific rate that the hardware supports.
of course, with vista onwards its all wrappers anyway.

you still need to specify the speed your audio feed is in. If your system uses a different rate because its easier to mix with other apps, then your system uses a different rate and you can't really configure that without breaking the other apps, so it doesn't really matter that much anyway, so long as the rate it picks is sufficiently high.

dosquake accepts -sspeed and that's the argument documented in techinfo.txt.
linux quakes accept -sndspeed
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Re: audio bitrate?

Postby Dr. Shadowborg » Thu Aug 25, 2011 9:04 pm

Nahuel wrote:jimmy88 and laurading
:roll:
"spammers spammers everywhere" :(


reckless wrote:allready reported jimmy1988 and laurading has links to illegal material so i propose her posts to be removed.


Somebody already got jimmy, laurading has been "taken care" of. :wink: :twisted:
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