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Author Topic:   Jeff--Dell Crystal SoundFusion Sound Situation
Snoman posted 02-15-99 04:03 PM ET   Click Here to See the Profile for Snoman   Click Here to Email Snoman  
Know you guys are working like badgers on lots of stuff, but thought I'd post this to tell you what I've tried to correct the sound issues after the patch. I'm only doing it as Dell has probably sold 100k boxes just like mine with this motherboard-installed sound chip. (It replaced the Yamaha they used previously, and their web site reports it's DirectSound capable, while the Yamaha wasn't.)

Situation: I have a Dell Dimension PII 400Mhz w/64 meg RAM. The Crystal chip is playng through Altec USB speakers with ProLogic. I did a full SMAC install (16.8 gig H/D) after defragging. Prior to the patch the sound was fine--no problems as reported below. At that time I had DirectX6.0, and OEM sound drivers from May 1998.

Installed SMAC patch Saturday and had many of the problems reported by others. First no sound, but fixed that with the .ini file fix. Still getting lots of random pops in game, and lots of echoing on the voice overs, particularly "production complete", "drone riots", and "maximum population reached." The files seem to play over each other, with one launching before the other is finished when multiple states exist i.e. if a base has both riots and completes production on the same turn. I've also seen up to six bases, all of which completed production on the same turn, announce it, with the sound file running six times, one sylable delayed, so the first one is still speaking as the last one begins. A real babble of sound. None of the files is garbled or indistinct, just talking over each other "out of time phase" if you can picture what I'm describing.

Today I did the following: d/led Directx 6.1 from MS and installed. Got latest audio drivers from Dell (they're written by Cirrus Logic BTW), dated August 1998, and installed. Note to Dell owners--first try installing them didn't "take", Win95 on reboot asked again. Second time worked. .ini file has both ds3d=0, and EAX=0. SMAC patch is still installed (I like all changes except sound issues and don't want to go backwards!)

I booted SMAC on both Prologic and regular Stereo settings (Altec has a utility to set this as well as balance the speakers/subwoofer.) Prologic sounds the best, and if my ears don't decieve me the sound is "richer" than it was on Dx6.0 and old sound drivers. But alas, the "echoing" is still there, although all in-game and movie popping IS gone now.

That's where I am. I ran the DirectX Diagnostics (the sound tab) and it reports all fine except the last test segment, where it says my hardware only suports software buffering and not hardware buffering. (Maybe that means something.) It also reports the sound drivers are not certified by MS (odd that both Dell and Cirrus, big players, would allow this) although they pass the diagnostic except for the buffering test. And, as I said, previously there was no echoing on the non-patched full install.

Don't know what you changed in the patch, but maybe the above will give you some leads. The game is playable now, but the babble when multiple events happen on the same turn is a little annoying. I was thinking that perhaps the full install doesn't allow an "assumed lag" the CD-spinup and read would take on a smaller install, but I don't want to reinstall small to check. Plus, it worked before the patch (no echoing) with the same sized install.

Good luck. Know you guys will work down the list to this eventually.

Snoman

BrunoAntony posted 02-15-99 07:13 PM ET     Click Here to See the Profile for BrunoAntony  Click Here to Email BrunoAntony     
I had the same echo / popping /crackling symptom after installing the 2.0 beta patch. I have a new Diamond MX300 A3D card with the latest drivers, and the latest DirectX v6.1 installed and working well on the original version of SMAC (typical install). Checked the driver installation, rebooted. I finally copied the original terran.exe from the CD to my SMAC directory and started the game and the sound problems went away.

The rest of the hardware is an Intel SE440BX motherboard with a Pentium II 350, Creative Encore 5X DVD, and 10GB HD. Hope you can decipher the problem from this description.

Jeffrey Morris FIRAXIS posted 02-15-99 07:26 PM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
Snoman: I'll get Dave Evans to analyze the issue. I think this might be a little beyond my expertise.

Bruno: By copying the exe back over the installed one, you're partially set to v1.0 and partially set to v2.0. Basically, reinstall the entire game, apply the patch, then manually set the EAX and DS3D lines to 0 in the alpha centauri.ini file. That's what the problem with your setup.

jkm

firaxis games

Snoman posted 02-15-99 08:03 PM ET     Click Here to See the Profile for Snoman  Click Here to Email Snoman     
Jeffrey: thanks for the reply. It really is mystifying.

To add a few things to what I posted before:

1) the CrystalFusion chip "may" not only be a Dell issue. It's on an OEM Intel motherboard. Now, it might be one made to Dell's specs, or Intel might have sold it to other manufacturers. Even if it's only Dell they've been pushing the on-board sound option as a way to hit price point and save the $100 for a built-in Zip drive instead of a sound card (saves a slot too.) So, it might be bigger than Dell owners, or not, is my point.

2. The in-game music plays fine, and doesn't seem to be affected at all. No popping, no echoes. Only the .wav files (the voice-over files.)

3. I "think" the popping and the echoing are separate issues. Even when I fixed the .ini file to be ds3d=0 and eax=0 I had popping (and echoing.) Previously, with both at "=1", I had no in-game sound or music at all. With the new Dx6.1 and sound drivers I get rid of the popping, but not the echoing.

4. I assume that sound worked for the QA folks (duh), and that many/most of the people running the patch aren't having trouble. But perhaps (I'm no programmer, so bear with me) the problem isn't only a "sound" problem. It might be manifesting through the sound, or the sound hardware/software could be opening up a new, unintended logic route in the patch code (maybe to do with the PBEM or hotseat modules.)

The reason I say this is the echoing sounds like a new base is being "housekeeped" before the last has finished its comments. I assume there's a logic loop that runs through the base list in that phase, calling subroutines to calculate resources, look for drone riots, finished production, etc., and if the code finds that the state is met it jumps to another subroutine to update to the new state, and orders the .wav file played at some point. How it knows to wait for the end of the .wav file before playing the next base's .wavs I don't know, but right now its timing is off, almost like it's allowing a jump to the next base's housekeeping loop out of the middle of the last .wav subroutne call.

Now, if that's true, I have no idea how sound hard/software could cause it. Might be a dumb idea; like I said I'm no programmer. But it's unusual for a patch to break formerly working sound. This case is suspicious because Brian went deeply into the .exe to rework code on the new PBEM, etc. stuff, rather than just fixing unit specs. So, maybe the sound glitch is evidence of something deeper. I can live with the sound (I'll go to unpatched if it drives me crazy) but I'd like to know all the base housekeeping is really being done before it moves to the next in line.

Hey, one more thing. I know you must feel like you're at the end of a big, wide funnel, and the whole world is throwing mud down on you. The game, as shipped, is fantastic, and worth every penny. If you didn't change a thing I'd feel like I got more than my money's worth. Right now I'd guess things there are crazed, but it's a good kind of crazed. We all just want it to be perfect, and it's darn close. So take a deep breath, don't lose perspective, and take 'em one at a time. You guys are doing good work. I'm sure all this will be fixed soon, and like I said, right now it isn't even very broken. Don't let 'em wear you down! <g>

Snoman

Sparky posted 02-15-99 10:12 PM ET     Click Here to See the Profile for Sparky  Click Here to Email Sparky     
Glad to know that I'm not the only one in this boat. I'm running SMAC with the patch off of two computers connected via IPX cable. On the older P-200 (Quantex) everything runs fine, but my newer Dell
P-450 won't run any in-game sound -- just the music directly off the CD when watching the intro.

Of course, I checked the volume controls. Then I went to the DirectX sound test. The first ten or so trials were good, but then I got the "illegal operation" message. I have a Crystal Sound Fusion, like Snoman.

So, what exactly did you edit, Snoman? Firaxis, can you also help?

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