in flight coms
hi i'am new to this. but here goes in miss 1 "grey wolf" voice over is missing get the text but no sound all other coms ok voice and text ok thetoad
Please write more clear sentences. And you might want to read up on a few things in this forum before posting.
I played Freespace 1 and 2 on my current computer with a potentially buggy sound card,but also on my old and now long gone computer which had the Creative SoundBlaster 128 PCI sound card, and it worked perfectly.
I believe that the missing comms are simply the way the FS1 and FS2 games and their comms system are designed. There were no enemy taunts and no enemy death screams, just friendly in-flight messaging. That decreases the amount of comm chatter in a battle by at least 30 to 40 percent. Furthermore, I believe it was not sheer luck that there were no overlapping messages. I believe that the games were designed to avoid such occurences, probably using in-mission scripting to determine whether enough time has passed since the last message to be able to send another without cluttering up the apparently one single speech channel the FS1/FS2/FS2Open engines use. That would be a good explanation why all comms were played in sequence, never two or more at the same time.
IMHO Solution: I know this will probably not help, as it would require an addition to every mission event scripting in the game, and the game is at an advanced stage already. But what seems logical would be to place a kind of an in-flight comm supervisor script, which would have the task to determine whether a message is being played (if it is, then another is not allowed to play), and perhaps also to check whether enough time has passed from the last generic in-flight comm (meaning taunts and death screams primarily) to be able to play another without messages being queued or even timed out, like the ones I encountered in the missions I tested (Vega 5, Proxima 1, and some others).
Thank you, I hope this helps.
First of all... you are talking to people here who know EXACTLY what this engine does, because we are working with its code, AND we are experienced FRED designers. Do you honestly think we don't know what the message system works like?
And I'm sorry but everything you wrote just isn't possible. The game is VERY capable of handling the situation of two or more messages being triggered simultaneously.
I don't know what you are doing over there but your latest bug reports state stuff that nobody has every experienced and which is pretty much impossible from my point of view. So you really might want to check your system there.
Thank you for the information. My apologies for being so persistently annoying. You were right, KeldorKatarn. Incompatible hardware. The moment I switched sound from generic hardware to generic software, everything went back to normal. I've tested several of the missions which used to have bugs... nothing. Messaging is perfect, no "pop" sounds, no missing voiceovers, no missing sound effects. Thank you for pointing me towards this solution.
Glad we cleared this up. Happy bug hunting.