indirect sound

Getting old Windows games working.

Re: indirect sound

Postby jonpol » 2018-7-11 @ 17:38

UCyborg wrote:
jonpol wrote:I was surprised to find that none of the characters showed up! Since I've never played it and only use it to test IndirectSound I'm reasonably sure that I haven't changed any of the game files (and it's GOG and not Steam so they shouldn't auto-update), which makes me wonder if something with Windows 10 or an NVIDIA driver has messed it up. :depressed: )

That's a famous bug that happens if you play the second game before the first. It happens because both games store graphics config in registry at HKLM\Software\(WOW6432Node)\Surreal\Riot Engine, in SettingsDX105. I changed the second game to use SettingsDX106 and both games to use HKCU instead of HKLM to avoid permission issues/invoking of registry virtualization.


Haha, that's funny, so I guess I messed it up when I tried the second game to fix the FX error messages and haven't tried the first one again until just now :blush: .

UCyborg wrote:
jonpol wrote:It seems like it would be interesting to play this part with a SoundBlaster. It's possible that Microsoft's software reverb implementation is poor, and just sounds like a delay, but the original intent and result was different. Have you tried that already?

I would try if I had one, but the last time I had a PC with a dedicated sound card was in the previous century. The only things I still have from that ancient PC is the Windows 95's manual and the manual of that PC's sound card (the front page says SF16-FMP 16-Bit Sound Board with FM Radio), which specs boast compatibility with Adlib, Sound Blaster 2.0 and Sound Blaster 16.

Watching some videos from the console versions does indicate that part might actually sound different, see this.

But if you do find the time to mess with The Suffering: TTB, particularly on the PC with the actual Sound Blaster (you still have it, right?), I would appreciate if you let me know whether that FX code actually does something useful or is it safe to skip it without compromising anything.


Yeah, I still have my X-Fi in my old XP machine that I keep around to test things for IndirectSound, and since I have The Suffering: TTB on GOG I should be able to transfer the installation files there and get it working without having to connect to the internet. No promises on timeframe but I will let you know what I find. (From your description it sounds like this happens within the first few minutes of the game and it should be easy for me to get to, right?)
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Re: indirect sound

Postby UCyborg » 2018-7-11 @ 18:12

jonpol wrote:From your description it sounds like this happens within the first few minutes of the game and it should be easy for me to get to, right?

Correct, as soon as you gain control (can move around) and one of the inmates opens the gate so you can escape, you'll come in a hallway where you'll see two inmates kicking the guard, that's where the difference should be heard, if the PC version isn't otherwise messed up in that regard.

And don't forget to turn on VSync, it's off by default in the second game, the unpatched version doesn't have the frame limiter and things get messed up when you go above 60 FPS. My guess is It should run at 60 Hz refresh rate if you set it to desktop's resolution and you've set your desktop to run at 60 Hz. While you can try patched version, maybe going with unpatched first might be a good idea just in case that EAX checkbox actually makes any difference.
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Re: indirect sound

Postby ZellSF » 2018-7-12 @ 16:06

jonpol wrote:
ZellSF wrote:Any chance you can look at Elite Starfighter and Thandor: The Invasion?

Elite Starfighter currently requires Creative ALchemy as there's audio distortion natively and with IndirectSound.

Thandor: The Invasion has audio distortion problems natively and with IndirectSound, Creative ALchemy seems to be missing sounds (but the sounds it does have doesn't sound distorted).


I don't have either of those, and it doesn't appear that they're available digitally.

Have you checked the dsound.log files when using IndirectSound to see if any errors or warnings are reported?

No errors or warnings in dsound.log.
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Re: indirect sound

Postby jonpol » 2018-7-12 @ 18:10

ZellSF wrote:
jonpol wrote:
ZellSF wrote:Any chance you can look at Elite Starfighter and Thandor: The Invasion?

Elite Starfighter currently requires Creative ALchemy as there's audio distortion natively and with IndirectSound.

Thandor: The Invasion has audio distortion problems natively and with IndirectSound, Creative ALchemy seems to be missing sounds (but the sounds it does have doesn't sound distorted).


I don't have either of those, and it doesn't appear that they're available digitally.

Have you checked the dsound.log files when using IndirectSound to see if any errors or warnings are reported?

No errors or warnings in dsound.log.


If you want you can email me at:

  • indirectsound@gmail.com

I can make a custom IndirectSound DLL with lots of debug output and send it to you. Looking at the resulting log files might reveal something unusual about the buffers causing the distortion. It's a long shot, but might be worth trying.
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Re: indirect sound

Postby lowenz » 2018-7-13 @ 22:01

Any news about LiteTech fix? (Blood 2, NOLF 2, etc.)
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Re: indirect sound

Postby jonpol » 2018-7-13 @ 22:12

lowenz wrote:Any news about LiteTech fix? (Blood 2, NOLF 2, etc.)


No, sorry, I haven't made any progress since last we talked about it :depressed: . I'm really stumped on what could cause the game itself to delay making DirectSound calls.

I was going to install NOLF 2 on my XP machine to see if I could get any insight by paying attention to how it behaves on real hardware, but I can't find my discs. I know they must be around somewhere since I just installed it not too long ago on my Win10 machine (as you know), but I don't know where I put them heh.
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Re: indirect sound

Postby lowenz » 2018-7-14 @ 07:23

You could try Blood 2 too (same problem) !

https://www.gog.com/game/blood_2_the_chosen_expansion

(And it lovely works with dgVoodoo2)
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