[Slackbuilds-users] fmodapi access upstream
B Watson
yalhcru at gmail.com
Tue Sep 6 03:14:13 UTC 2016
On 9/5/16, Doogster <thedoogster at gmail.com> wrote:
>
> What the Brutal DOOM documentation says about this is: "If you are
> hearing a lot of sounds from unknown sources from large distances,
> such as blood driping from hanged bodies and burning barrels making
> cracking fire noises across the map, you need to reinstall your
> sourceport."
Interesting... I only ever play regular Doom II (with random maps made by
oblige) and I never notice this behaviour. But, I'm not using headphones,
and my speakers tend to be turned down pretty low.
> I suspect that the fix would actually need to be in gzdoom, not Brutal
> DOOM.
Well, if it's a thing that only happens in Brutal Doom, not in plain
Doom/DoomII or other mods...
Weird that it's using fmodapi for digital audio. I would have thought
fmod would only be for background music, and that the actual game sounds
would be played by the game engine (using OpenAL or just SDL audio).
More information about the SlackBuilds-users
mailing list