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Sound pitch issues #53

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SkyeHDD opened this issue Jun 6, 2018 · 11 comments
Open

Sound pitch issues #53

SkyeHDD opened this issue Jun 6, 2018 · 11 comments

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@SkyeHDD
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SkyeHDD commented Jun 6, 2018

Comparing the libretro version to Windows, libretro-prboom plays sounds at way too low of a default pitch. Changing the sample rate didn't help, nor did I think it would.

Any ideas?


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@Ferk
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Ferk commented Feb 9, 2019

I'm not sure if I can reproduce this.
Could you check this again in the latest version of the core that has added changes to the framerate, @Zero-Shift?
It's possible this was related to gamespeed/framerate issues.

@Tasosgemah
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I can confirm the issue. Sound effects seem to have a slightly lower pitch than normal.

Midi music seems fine though.

@Ferk
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Ferk commented Jun 7, 2019

Thanks @Tasosgemah, there's an option in the in-game sound options menu under "options" -> "general" that changes the pitch to something closer to older Doom versions, does that make any difference to you?

@Ferk
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Ferk commented Jun 7, 2019

No, I just checked and that option is actually unused in the code....

@Tasosgemah
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Yeah, like you said, no difference.

@iconoclusterdotexe
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I confirm that issue is stills there. It's a bit frustrating listen game sounds with low pitch.

This is Doom 2 for dos with original sound pitch:

https://www.youtube.com/watch?v=bAOoJsxgvnI

This is from PrBoom (It's commented. Just jump to the video to listen the difference):

https://www.youtube.com/watch?v=dN4KX_K7jvo

@vanfanel
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vanfanel commented Apr 5, 2023

I think I have fixed this in #182

@Tasosgemah
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I think I have fixed this in #182

Is this fix live yet? I just upgraded and i see no difference.

@vanfanel
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vanfanel commented Apr 6, 2023

@Tasosgemah You would have to build my fork here:

https://github.com/vanfanel/libretro-prboom

Try 70Hz mode for perfectly smooth movement and correct pitch.

@Tasosgemah
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Ah, i'm not well versed enough to build stuff. I'll wait for an update.

@anzz1
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anzz1 commented May 14, 2023

Like mentioned in #182 , this is either a frontend or audio backend / driver issue, as on my frontend the audio works perfectly fine with whatever framerate. Just to point you in the right direction.

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