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[BUG] [Blood] ASound system does not use correct pitch #982

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tmyqlfpir opened this issue Jul 24, 2023 · 2 comments
Open
1 task done

[BUG] [Blood] ASound system does not use correct pitch #982

tmyqlfpir opened this issue Jul 24, 2023 · 2 comments
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@tmyqlfpir
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Raze version

Raze 1.7.1

Which game are you running with Raze?

Blood

What Operating System are you using?

Other

Please describe your specific OS version

No response

Relevant hardware info

No response

Have you checked that no other similar issue already exists?

  • I have searched and not found similar issues.

A clear and concise description of what the bug is.

This logic has not been correctly implemented in Raze, so asound elements will not use the correct pitch. An example would be the tesla zapping loop heard in E4M1 spawn point, which is noticeably faster in Raze compared to DOS/NBlood.

Steps to reproduce the behaviour.

Explain how to reproduce

  1. Start Episode 4
  2. Listen to tesla zapping loop
  3. Compare with DOS/NBlood

Your configuration

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@tmyqlfpir tmyqlfpir added the bug Something isn't working label Jul 24, 2023
@coelckers
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That highlighted line is just the sample rate which Raze reads into the sound data itself. What precisely do you think is wrong here?

@tmyqlfpir
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tmyqlfpir commented Aug 3, 2023

I've recorded two short samples of the pitch difference in audio.

DOS and Raze

As for what precisely, I don't know since Raze has refactored a lot of the code since I lasted checked. Something about that particular loop is not being correctly loaded at the right frequency.

@sinisterseed sinisterseed changed the title [BUG] Blood: Asound system does not use correct pitch [BUG] [Blood] ASound system does not use correct pitch Sep 2, 2023
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