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I know Crosire's wrapper doesn't like alt-tabbing, but I have to inform you the game has always been sensitive to alt-tabbing in and out, even back in the day it was. So even if it does work with dgVoodoo the game might still crash or hang on occasion.
My buffering settings were already set to "double" in the Max Payne launcher.
Simply installing Darkje's "FixItAll" patch on a clean install of Max Payne fixed the issue. I was even able to revert back to Darkje's original sound patch and the jump issue was still gone. Some notes:
-A workaround for the ALT+TAB crash issue when using Crosire's wrapper: simply make sure to press ESCAPE first, that way you're at the menu. ALT+TABing while in-game, or using the PAUSE function in the game will cause it to crash, but as long as you're looking at the menu, you can tab out as much as you like
-The reason I preferred Darkje's original patch was because the new patch sounds like it has too many audio channels (I'll explain that in a sec), but upon closer inspection, I realized that the directsound patch sounds far less compressed than Darkje's patch (sorry Darkje! It's still very much appreciated!)
-What I mean by the audio channels thing: It feels like the sounds are divided into too many channels. This wasn't the case with Darkje's original fix. For example: when Max is walking forward, his left and right footsteps can be heard in each separate audio channel. I hear his left footstep in my left headphone, and his right footstep in my right headphone. Is this how it's supposed to be? It feels jarring. It's even more jarring when firing the Colt Commando. Because Max holds it to the right hand side, I really only hear the sound of the gun in my right headphone. Again, jarring. Don't suppose there's any way to "condense" the audio?
if you feel experimental you can edit the maxbatch batchfile and change it yourself to try16b sounds.
find the line:
if %var_Debug%==0 SoX -q %1 -u -b "%~dp1outfile.wav" 2>nul
and change it to
if %var_Debug%==0 SoX -q %1 -u -w "%~dp1outfile.wav" 2>nul
remark: -b for byte, -w for word
Yeah, the thing was was that your original patch still kept the positional audio. Like, it almost feels like the sound is being emulated as though I'm in Max's head, rather than right behind him when using dsound lol. I've messed around with the settings in dsound.ini, including hardwareBufferCount and disabled3dBehavior. Neither one really seemed to change anything.
For myself i liked dsound a bit more, but the patch is not far behind. Then again I'm no audiophile so to the trained ear both are horrible i guess.
Nah, not horrible in the least! Thanks for all your help Darkje, and thanks again for all the help keeping this soon-to-be 17 year old gem alive!