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This repository has been archived by the owner on Jun 23, 2023. It is now read-only.
Whilst playing (with default sound settings), there are some audible clicking sounds that can be heard when things such as elevators raise/lower, or at the end of some other sound effects. Changing the samplerate and slice_samplecount in the config can help mitigate some of this clicking, however it still leads to some problems. Such as the clicking noise appearing after some other sound effect.
It feels somehow like SDL is appending junk data, or the buffer isn't being completely filled. I know there have been bugs in SDL on this in the past. There's some very old discussion here and an interesting thread here.
Just a thought. I have read about how the original IWAD sounds have 16 leading and 16 trailing pad bytes which are not supposed to be played back. I've seen that these get skipped over in the Choco/Crispy sound code. Does PRBoom do the same?
I think I have already indicated this problem in the DSDA-Doom (or PrBoom-plus, I don't remember) topic. Clicks occur, in my case, when the same sound is played "quickly", for example moving walls, machine gun, even if you scroll through the menus quickly.
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Whilst playing (with default sound settings), there are some audible clicking sounds that can be heard when things such as elevators raise/lower, or at the end of some other sound effects. Changing the samplerate and slice_samplecount in the config can help mitigate some of this clicking, however it still leads to some problems. Such as the clicking noise appearing after some other sound effect.
Here is a video demonstrating this clicking sound: https://www.youtube.com/watch?v=vDBB2EQSE3k
I am not the only one with this problem. Here is a link to the doomworld thread with other people who are facing similar/same issues: https://www.doomworld.com/forum/topic/123071-clicking-sound-prboom/
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