Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Serious Duke 3D
Axer Feb 27, 2021 @ 3:14pm
Awesome mod but I can't hear Duke over all the killing
So yea the duke talk volume is pretty quiet and the gunshots and other sound fx are quite loud. So it's awesome it has lots of duke talk.. But I think i didn't hear/understand 90% of it. Perhaps it's fine for headphone users, but I run a 5.1 setup and Sam 2017 engine works pretty awesome with it in the normal game, can hear sam fine.

I did lots of tweaking/testing and seems all the duke talk is not flagged as voice - just another sound effect, so the voice slider does nothing at all. It's also not localized to any channel, thus playing with my balance levels was no help either.. He mostly comes out of the center channel, but also the left and right.. But so do weapons, so muting one or changing the other has no useful effect. (Should just talk from the center speaker and weapons other channels) I even played with a EQ to boost just dukes range, but no go, too low and close to other explosions/shotguns.

Shouldn't be my setup since I also played thru Sam 3's super duke pack that replaces all sam's weapons/monsters and even the entire games voice lines with Dukes.. Can hear them fine even over the loudest gunshots. (and sam in the 2017 engine is fine too)

I'm running win10x64, Creative sound blaster Z, creative ZX-5500s 5.1 over analogue since the digital connection sucks for most games.

Also tried all of the various sound APIs available in the game and no real change.

Considering just looking thru the files and boosting the duke talk ones to balance it out for my system.. But ideally you could fix this. And flag them as "voice", so the separate voice slider can be used to fix this issue on any system.

Thanks for the awesome mod.
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Syndroid  [developer] Feb 27, 2021 @ 5:20pm 
Thanks for reporting-
I don't have a surround setup myself, so I'm not able to adjust the soundmixing to a 5.1 setup unfortunately.
But yeah, the voice samples are indeed mono and are treated as effects. There was no other way to implement dynamic Duketalk. The only way to flag sounds as voice, is through map-scripting as far as I'm concerned. So like in SS3, only certain scripted events would be recognized as voice
The editor only provides the following flagging options for sounds:
- "3D" -most effects in the base game are flagged with this. Only suitable for location based sounds.
- "volumetric" -gives stereo or mono sounds a range where they can be heard in.
- "music" -

I could try to convert the voice samples to stereo. This atleast shouldn't have much of an impact on stereo setups, and maybe enables the samples to be played on the others speakers on a 5.1 setiup?
Last edited by Syndroid; Feb 27, 2021 @ 5:25pm
Axer Feb 27, 2021 @ 6:26pm 
Ya changing only the voice to stereo and all the sound effects to mono might fix it. As I recall seeing lots of errors in the console about some sound effects not being mono thus won't work with sam's 3d surround system. Ignoring this issue the weapon sounds seemed okay anyways since it makes sense they only come from the front, but I even noticed some environment sounds like fire not working in surround.

I'll do some more testing tomorrow to see which channels the non mono sounds play from.
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