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Better sound support on vanilla WinQuake

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Better sound support on vanilla WinQuake

Postby JasonX » Thu Jul 22, 2010 7:38 pm

Does anyone know some tutorials or snippets that implement a less limited sound support for vanilla WinQuake, without libs or dependencies?
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Postby Baker » Thu Jul 22, 2010 8:21 pm

What type of better sound support do you mean?
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Postby revelator » Thu Jul 22, 2010 8:41 pm

mh's modifications ? should work fine with winquake.
only dependency is directx and glquake shares the same code.

as for no dependencies on libraries etc hmm you might need to update the aged directx sdk comming with the vanilla source but thats about it ;)
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Postby JasonX » Thu Jul 22, 2010 8:47 pm

Well, in short terms, using better-quality WAV files.
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Postby Spike » Thu Jul 22, 2010 9:11 pm

you mean like dos quake's '-sspeed 44100' argument?
sadly it doesn't exist in winquake/glquake, but its pretty much a 1 or two line change. just change the default if you're lazy.

the mixer itself supports any speed, but the output picks 11khz by default, and the hardware may have additional limitations. directsound should hide that anyway though.
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Postby leileilol » Fri Jul 23, 2010 3:08 am

I don't think he means frequency alone, but different methods of buffering and mixing, perhaps with random pitch support and 3d spatialization/doppler as well as echo/chorus/reverb. 44khz sound is not going to magically make Quake catch up to Half-Life.

the only higher rate sounds in Quake are fish chomps, an unused shub 'omnomnom' (eat that hwguy) and a lightning gun zapping.
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Postby JasonX » Fri Jul 23, 2010 3:12 pm

No, i don't mean different methods of buffering and mixing. Just a way of using better quality sound files. Quake only accepts Unsigned 8 bit PCM, at 8000 hz.
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Postby Spike » Fri Jul 23, 2010 3:20 pm

huh?
quake accepts 16bit 44khz mono PCM wav files
just plays them at 16bit 11khz by default.
if you receive 8khz then your hardware sucks.
go in to snd_win.c find instances of 11025 and change them to 44100. job done.
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