Was doing some research before this to try and figure out where to post this.
For transparency I'm using vkQuake and in an issue regarding audio it says that the audio subsystem is completely based on your project, so, I'm wondering if it's possible to use the audio with improved bitrate from the Quake 2021 remaster?
Cheers for your work done so far.
Eric: any insight on this?
You can use
-sndspeed 44100on the command line, and 44100Hz soundsshould play at full quality - this has always been the case in QS, afaik?
However, there are some caveats to doing this. To run the mixer at full
quality 44.1kHz or 48kHz (rather than the Quake default 11.025kHz), IMO it
would be desirable to have a more sophisticated mixer/sampler than what
Quake has:
needs some kind of dynamic range compressor/limiter/soft clipper. Quake's
audio is clipping very frequently (e.g. hold down fire with a nailgun +
quad damage) even with the default volume of 0.7 or less.
needs attack/release/crossfade on sfx sample playback (again, you can
hear this when holding down "fire" with one of the nailguns. The nail
firing sample will be cut off partway through).
The default low sample rate hides both of these problems.
A more sophisticated "hi-fi" mixer with the features I mentioned could be
an interesting project as an optional thing (it would change the sound
character of the game, so IMO should be opt-in.)
On Sun, Nov 28, 2021 at 1:46 AM Ozkan Sezer sezero@users.sourceforge.net
wrote:
Related
Bugs:
#55That all makes sense indeed and is something I experience in the remaster client.
Thank you for the insight.