Stuttering sound for STG44? -1 reply

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schoolkid

your mother is a beaver

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3rd June 2004

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#1 13 years ago

Whenever I use the STG44, and fire off a long burst of shots, you only hear a gunshot for the first shot. The rest of the shots are silent except for a strange clicking noise. Anyone else noticed this? :confused: How do I fix it?




Kingrudolf

Fan FH Mapper

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9th October 2003

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#2 13 years ago

I don't have any sounds for the SGT44 3rd person anymore, but 1st person works fine. DP is totally silent for me, as well as the Garand. I think it might be something to do with the bf1942 mod, something must be screwed up in either the objects or sound file. Thing is, I can't remember any time I modified somehting to it.




CanadainCanuk

Silent Assasin

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28th January 2003

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#3 13 years ago

yes i do have that problem, FH has some problems with sounds on 11 hertz :(




Ohioan

Not Wise Shitashi - Cheston

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6th October 2003

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#4 13 years ago

Uh.

The STG stutters because it plays an individual sound for each shot instead of a single, looping sound for the stream of bullets like most MGs. If you have only so many channels for sound, (less then 16) then your shot sounds will get cut if you have 16 other sounds playing at once. The STG didn't have a high rate of fire so this isn't that big of an issue with synchonization.




schoolkid

your mother is a beaver

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#5 13 years ago

So setting on max channels would fix this? You sure? It sounds too easy........




Ohioan

Not Wise Shitashi - Cheston

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6th October 2003

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#6 13 years ago

It would help. Each sound channel means 1 sound can be played at any given time.

So say you have 32 sound channels selected.

That means there can be 32 .wav sounds playing, that you will hear, at any time in the game. This includes footsteps, all the different parts of the gun soundscripts, radio commands, menu button clicks, tank treads, hit effects, etc.

32 may sound like a lot, but in a heated battle, stuff will start to not play. The devs CAN code sounds with priorities so that the game will drop low priority sounds (footsteps) when there's a lot of high priority (gunshot) sounds going on.

If you are firing an STG44 at someone and they are firing a PPSH at you, they are only using one sound channel (ppsh is a loop) and you are using about 5 channels per second, because each individual shot of the STG is a seperate instance of the sound. Every time it fires it activates a sound channel, plays the firing sound, deactivates channel. Repeat this. That means if other stuff is going on like grenades, people getting hit, knife fights, "ENEMY ARMOR SPOTTED" or other such sounds, the STG sound, when it comes up to activate the channel on the next shot of your full auto burst, dosent have an availible channel. So it wont play.

Raising your avail channels will definately impact preformance, but it should fix this. Also, don't play sounds on 11khz.. that's like playing underwater. The preformance difference between 11khz and 22khz is negligible.




schoolkid

your mother is a beaver

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#7 13 years ago

You sure it's channels? STG44 is the only gun I have a problem with. I hope you're right though, I'll try boosting it up from 16 to 64.