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Messages - Dualnames

#41
No other options fix the issue, we tried em all.

I had this issue on my implementation of SDL for Strangeland, specifically on the backbuffer [meaning when the sounds start/loop] so I forwarded 1 bitrate ahead [4092 samples]. Not sure if that helps in any way. I also primarily used SDL mixer for the audio things.
#42
The problem is speech, music, sound anything audio related crackles [I had the person test everything with everything else muted, crackle appears in all audio types/categories]

Edit: The only thing that makes it disappear is setting the OS Settings to be 24bit 44khz. [That's in the audio-device settings]
Edit: And yes, only crackling, no sound distortion.
#43
Meanwhile regarding the audio:

Here's an mp4 recording that showcases the problem.
https://drive.google.com/file/d/18aGJbJisQdNvLuBzX6ujDfzNGzj7vPnE/view?usp=sharing

Here is the log:
http://primordia-game.com/Files0/ags.log

If this is missing key information do let me know of parameters for --log that are needed to show proper inf!
#44
I will try that, meanwhile: https://steamcommunity.com/app/1346360/discussions/0/3416557114763335804/?tscn=1655196272
This kind of a weird issue, I'm not sure I understand the problem here, to fully answer this.

@eri0o: No, this is not about Strangeland, this is about Old Skies.
#45
Quote from: Crimson Wizard on Mon 13/06/2022 20:06:26
Quote from: Dualnames on Mon 13/06/2022 19:28:01
Is there a reason why changing one's OS settings from 24bit 48khz to 24bit 44khz would make an audio thing play properly (audio-crackling)?
I even tried rendering the file to 48 [it's originally at 44khz, and an ogg], but the issue i think lies outside the specific gamefile.

The same file plays fine outside of the engine. Is the default sample rate in-game set to 44?

For the reference, according to the library code, the default openal's context is 48 khz.
But indeed we need more information on what os, what settings do you change, which audio driver do you use, and so on.
Also, I did not quite catch which frequency worked and which did not from your explanation.

The 24bit 44khz in the OS settings works. OS is Windows 10, audio driver is default.
But I can ask for more info if we can be a bit more specific, on what else we need, I'm not sure if the end user is knowledgable. To my knowledge, no settings were changed in the game's setup. [so whatever the defaults are]
#46
Is there a reason why changing one's OS settings from 24bit 48khz to 24bit 44khz would make an audio thing play properly (audio-crackling)?
I even tried rendering the file to 48 [it's originally at 44khz, and an ogg], but the issue i think lies outside the specific gamefile.

The same file plays fine outside of the engine. Is the default sample rate in-game set to 44?

#47
It just starts the game.
#48
To my knowledge, there hasn't been a user of linux 32bit i've personally found.
In fact both manufacturers and distros even are dropping 32bit throughout.
Of course that doesn't per se answer your issue here.


You can make an sh file call it Start.sh
Code: ags

#!/bin/sh
SCRIPTPATH="$(dirname "$(readlink -f "$0")")"

if test "x$@" = "x-h" -o "x$@" = "x--help"
  then
    echo "Usage:" "$(basename "$(readlink -f $0)")" "[<ags options>]"
    echo ""
fi

chmod +x "$SCRIPTPATH/ags64" "$SCRIPTPATH/ags32"

if test $(uname -m) = x86_64
  then
    export LD_LIBRARY_PATH="${LD_LIBRARY_PATH}":"${SCRIPTPATH}/lib64"
    export LIBGL_DRI3_DISABLE=true
    ALLEGRO_MODULES="$SCRIPTPATH/lib64" "$SCRIPTPATH/ags64" "$@" > "$SCRIPTPATH/log.txt" 2>&1
  else
    export LD_LIBRARY_PATH="${LD_LIBRARY_PATH}":"${SCRIPTPATH}/lib32"
    export LIBGL_DRI3_DISABLE=true
    ALLEGRO_MODULES="$SCRIPTPATH/lib32" "$SCRIPTPATH/ags32" "$@" > "$SCRIPTPATH/log.txt" 2>&1
fi



And use it in as "./Start.sh" and "./Start.sh --windowed" in the game executable.
Specifically, not sure how Linux 32 works for Steam, but for example OSX 32b is dropped entirely, and u cannot download 32bit mac builds through Steam.

#49
Save to file appears to be problematic. Namely that white thing shouldn't be there.

Specifically:



Here are the images: https://easyupload.io/e5x7f4


Code: AGS


   //Clearscreen is a dynamic sprite that grabs the screen as the Save UI opens, prior rather.
  //both Screenshots[0] and HDSave are dynamic sprites [declared in global variables]
  

    //SAVES A SMALL VERSION OF THE IMAGE
    Screenshots[0]=DynamicSprite.CreateFromExistingSprite(GrabAutosaveScreen(), false);//even replacing GrabAutosaveScreen with a sprite number results in a broken BMP file.
      Screenshots[0].Resize(61, 39);
      Screenshots[0].SaveToFile(String.Format("$SAVEGAMEDIR$/save%d.bmp",setSlot));

      //SAVES A BIGGER VERSION OF THE IMAGE
      if (HDSave!=null) HDSave.Delete();
      HDSave=DynamicSprite.CreateFromExistingSprite(ClearScreen.Graphic, false);
      HDSave.Resize(244, 167);
      HDSave.SaveToFile(String.Format("$SAVEGAMEDIR$/saveHD%d.bmp",setSlot));




This is not an issue in 3.5.0.26 or 3.5.1.13 afaik. The game's resolution is 640x480. And those are also the dimensions of Clearscreen DynamicSprite. Idk if it's because it's consecutive or what, I've tried a bunch of stuff, nothing seems to procure a non-broken image.

#50
He needs to edit acsetup.cfg and set the resolution properly. I've had someone report that with Technobabylon, depending on their desktop resolution, the default settings might not be good.
#51
Lake Mungo is imho, the best movie about what Cthulthu represents and has nothing to do with Cthulhu, absolutely a must watch, cannot recommend it enough!
#52
All good, I understand that, I think and again, this is great, this is the right way. MAKE ME OBSOLETE, ERIOO!
#53
eri0o, first off, I think this is great!

Secondly, the plugin I made uses all SDL thingies, including battery and rumble, they should also be implemented!
Once this is succesfully done, I'll make the plugin essentially deprecated!
#54
deadsuperhero, this is not a bug with your controller or the plugin. There is a deadzone for controllers, for instance my xbox varies from -4000 to 4000 and jiggles around these values, so u need to do a check for not 0 but for a values within the deadzone.
#55
Sorry for the bump, just giving kudos, where kudos is due, so far in 3.6 beta 4 this seems to be working like a charm!
#56
That works on the testing build, checking the main build also works yay!
#57
That'd be more complex to explain and would take more of your time [meaning we'd be lost in translation], I can rar the game files, if that helps? It's a big project in size.

EDIT: I could try thinning out the project, as well, so it's easier to send out, let me do that.
#58


The sprite in question is this. Sprite 3819 is used as a normal graphic in a button. In general it seems to be weird because there are other UIs that appear on top of this UI [the top UIs get rendered [they are mostly transparent, but the UI that contains this button, doesn't really get rendered or is partially rendered].

I can take a video if it helps.
#59
The transparency issue still remains, the exception is solved so yay!
#60
I made a small thing http://primordia-game.com/Files0/ExcelGenerator.rar

It parses the game.agf file, provided you've also recently hit refresh and save on the speech plugin and generates an excel file for every single line.
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