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About the problems of ZKs sounds and possible solutions

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Date Editor Before After
4/14/2023 12:42:13 PMFRrankBlueTemplar before revert after revert
4/14/2023 12:41:32 PMFRrankBlueTemplar before revert after revert
4/14/2023 12:29:42 PMFRrankBlueTemplar before revert after revert
4/14/2023 12:28:15 PMFRrankBlueTemplar before revert after revert
Before After
1 [quote]Now, our hearing i not linear, meaning that lower freq need to be a lot louder compared to the higher ones in terms of amplitude to be percieved as equally loud.[/quote] 1 [quote]Now, our hearing i not linear, meaning that lower freq need to be a lot louder compared to the higher ones in terms of amplitude to be percieved as equally loud.[/quote]
2 Just curious, I am guessing most audio tools (especially «pro» ones), do not show an audio spectrum already adjusted to perception ? (Unlike it's typically the case for colours.) 2 Just curious, I am guessing most audio tools (especially «pro» ones), do not show an audio spectrum already adjusted to perception ? (Unlike it's typically the case for colours.)
3 \n 3 \n
4 https://en.wikipedia.org/wiki/Equal-loudness_contour 4 https://en.wikipedia.org/wiki/Equal-loudness_contour
5 [img]https://upload.wikimedia.org/wikipedia/commons/thumb/4/47/Lindos1.svg/1280px-Lindos1.svg.png[/img] 5 [img]https://upload.wikimedia.org/wikipedia/commons/thumb/4/47/Lindos1.svg/1280px-Lindos1.svg.png[/img]
6 \n 6 \n
7 [quote]Its not hard to do in any way, but going through all the sounds takes a lot of time and organization.[/quote] 7 [quote]Its not hard to do in any way, but going through all the sounds takes a lot of time and organization.[/quote]
8 How audio-science-feasible and worthwhile would it to be to do this adjustment programmatically (probably outside the game), on all the sound files, or at least, categories of sound files, all at once ? 8 How audio-science-feasible and worthwhile would it to be to do this adjustment programmatically (probably outside the game), on all the sound files, or at least, categories of sound files, all at once ?
9 \n 9 \n
10 [quote]Kudos for anyone who can find me an engine-dev that knows about the technical details of how spring handles audio...[/quote] 10 [quote]Kudos for anyone who can find me an engine-dev that knows about the technical details of how spring handles audio...[/quote]
11 Have you looked at the threads linked at the bottom of the Sounds.lua wiki page ? 11 Have you looked at the threads linked at the bottom of the Sounds.lua wiki page ?
12 This one might be relevant to this topic : https://springrts.com/phpbb/viewtopic.php?t=17647 12 This one might be relevant to this topic : https://springrts.com/phpbb/viewtopic.php?t=17647
13 Also, ZK is using Recoil now (forked from Spring) : https://github.com/beyond-all-reason/spring (they probably have the most engine know-how) 13 Also, ZK is using Recoil now (forked from Spring) : https://github.com/beyond-all-reason/spring (they probably have the most engine know-how)
14 \n 14 \n
15 [quote]Basically, can someone find out if spring uses floating-point-audio?[/quote] 15 [quote]Basically, can someone find out if spring uses floating-point-audio?[/quote]
16 What do you mean exactly by this ? 16 What do you mean exactly by this ?
17 [i]EDIT :[/i] Human hearing seems to range about 100 dB ( 5 orders of magnitude) around 3kHz to about 55 dB ( around 3 orders of magnitude) at 20 Hz, so I guess I see that directly using linear encoding would be feasible ? 17 [i]EDIT :[/i] Human hearing seems to range about 100 dB ( 5 orders of magnitude) around 3kHz to about 55 dB ( around 3 orders of magnitude) at 20 Hz, so I guess I see that directly using linear encoding would still be practical, even with the Nyquist-Shannon doubling ?
18 (Compare with sight, which spans 14 orders of magnitude, about 11 of them in day-sight alone !) 18 (Compare with sight, which spans 14 orders of magnitude, about 11 of them in day-sight alone !)
19 \n 19 \n
20 Looks like WAV is typically encoded as (uncompressed) Linear Pulse-Code Modulation, and looking at sounds_marker_place.wav («last modified 13 years ago») in VLC it shows as a PCM S16 LE codec, which translates to «PCM signed integer [=linear] 16-bit number little endian» 20 Looks like WAV is typically encoded as (uncompressed) Linear Pulse-Code Modulation, and looking at sounds_marker_place.wav («last modified 13 years ago») in VLC it shows as a PCM S16 LE codec, which translates to «PCM signed integer [=linear] 16-bit number little endian»
21 https://old.reddit.com/r/ffmpeg/comments/ijsv4c/what_is_exactly_the_difference_between_all_these/ 21 https://old.reddit.com/r/ffmpeg/comments/ijsv4c/what_is_exactly_the_difference_between_all_these/
22 (You can also see from the old post above that Spring also should support ogg/vorbis, and not only for music files, but for other sound files too ?) 22 (You can also see from the old post above that Spring also should support ogg/vorbis, and not only for music files, but for other sound files too ?)