Since the WitP sound files are just mp3 files with a different extention, maybe it would be possible to use a utility to convert them to wav. It might be worth a try.
Since the WitP sound files are just mp3 files with a different extention, maybe it would be possible to use a utility to convert them to wav. It might be worth a try.
Great! Glad it's working for some of you guys as well.
Good idea about the mp3 2 wav, i'll try it later on
Followed your instructions for copying the UV sounds files into WITP and renaming them to sfx files. Has been working great since then, with no CTDs or distortion of the sound. Thank you a lot. Love the Game
Since the WitP sound files are just mp3 files with a different extention, maybe it would be possible to use a utility to convert them to wav. It might be worth a try.
Great! Glad it's working for some of you guys as well.
Good idea about the mp3 2 wav, i'll try it later on
Hi guys,
I tried it and did the following:
- renamed all *.sfx files to *.mp3 - used CDex to convert the *.mp3 to *.wav - renamed the *.wav to *.sfx
and I still have a f*** up sound playing eh stuttering.
Well, I begin to loose hope here and I am sick of trying to fix the sound issue instead of playing the game ...
At least, the NOsound option is still open.
Cheers,
CM
< Message edited by CoffeeMug -- 8/5/2004 10:01:02 AM >
I think that it is clear now how the problem can be solved (just use the format of UV) Is it a big problem to post those files for people with sound problems?
I have exhausted the whole codex issue on both of my PC's and the game still CTD's everytime when combat animations are on. At this point I am giving up and would like to know if there is a way to get my money back for this incomplete product!! I really would like to see the game work but I dont feel spending 70 bucks on something that doesnt work it very right. I am a software engineer by trade and fully understand how things like this pop up, but I shouldnt have to fork out money and then patiently wait for a patch to get what I've already paid for. The CTD issue is a show stopper and or fatal error for me and many of you out there. I cannot play the game at all and if I had bought this at the store I could return it.
Allright I managed to solve the problem on my PC! Try if it works for you as well.
As others have hinted - BlackVoid, Beezle and Gunnar - problem is not the sounds themselves, and most probably not the DirectX nor the drivers for your sound card.
It's not even the MP3 sound codec, it's the god*amn MP3 *filter* that garbles the sounds and produces CTDs! As Gunnar explained you can't find that filter anywhere in the Control Panel, so you'll have to find it and destroy it manually.
Gunnar and I had different filters on our PCs - he already explained how he managed to destroy his, this is how I destroyed mine and managed to play the game without CTDs and garbled sound (knock on wood). Pay attention - uninstalling this da*ned thing in the Control Panel wasn't enough! I had to unregister the filter from the Windows Registry, and this is how I did it.
I believe the AC3 filter I had is more common on user Pcs as it comes with various DivX and codec distributions so try this solution - it is my guesstimate it will work on many PCs.
Go to your system disk, then go to Program Files folder/directory. Find the subfolder named /AC3filters. If you have the problem *I* had - you'll have this folder. In this folder/dir you'll find several batch programs (.bat extension).
Find the batch file named "un registerfilters-win2000.bat" and double click on it. Filters will be unregistered and you'll be able to play the game. At least that's how it worked for me. Don't be confused by Win2000 in the name of the file, it works for WinXP as well.
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Joined: 10/18/2002 From: The Imperial Palace. Status: offline
In general I agree that WITP sounds are better, but there are a couple UV sounds that I really miss. One is the Catalina sound without the "Radio" chatter, which I find annoying. Another is the camera sound for recon missions.
How can I selectively install UV sounds I like? Is there any guide to which file plays which sound?
Is there any guide to which file plays which sound?
It is easy to test for yourself. The UV files are wav files. The WITP sounds play as wav files if renamed (rename with batch dos command, search this forum or ask if you don't remember DOS batch files).
Then: Open the sound directory, open the Windows media player. Arrange the windows so you can see both at once. Double click on each wav file and hear what it is (or see if it is the problem on your particular system if you have a problem).
I listed elsewhere in this forum the sounds that crash the Win Media Player on my machine. I don't know if all people who still have problems have them with the same files. This seems quirky. There may be a different reason for the problem on one machine vs another.
Anyhow, you can review all the sounds in less than 5 minutes.
_____________________________
Beezle - Rapidly running out of altitude, airspeed and ideas.
Just double-click on the .sfx file and when it asks you what to open it with, select Media Player.
Once done, that file type will be registered as a type that uses Media Player and clicking on any of them from then on will take you right into Media Player.
Well, 1.21 solves every issue I had with the sound...EXCEPT that during air bombardments of ground targets I get frequent electric sounding ZZZZ ZZZ ZZZ sounds. Any ideas?
the following is my take on the 4 approaches suggested in this forum for fixing the sound bug 1/ the "pinata" approach- blinding swinging away by installing patches for this..that and everything else 2/ the "hell with it" approach - rename the sound folder and not care about audio 3/ the "rabbits foot #1" approach - try few different pcs hoping one of them was blessed by god 4/ the "rabbits foot #2" approach - putting right hand thumb up the left nostril works.. but the problem of course is timing.. trying to figure the best moment during aircombat.
most programmers fear intermittent bugs due to the nature of the bug's inconsistant behaviour.
but i always the answer lies within the inconsistancy itself... and do that not by looking from the inside.. but from the outside.. ie: a user.. it is an interactive process of course.. but very simple.. just look for events which the software executues that are random ..
this bug normally happens in air combat.. because there large number of permtutations which air combat can result. a single air comabt can use 10+ sound files.. many times over in an infintate combinations. this bug is intermeittment becuase it only happens when a a few of the sound files are played in a certain order.
so i went looking in the sound files.. the bit rates.. the 200+ sound files are not all the same bit rate.. 3 bit rates 64kbs, 128kbs, 196kbs.. the bigger the bit rate.. the better the quality of the sound.
everyone's love are awesome graphics makes this software a PIG.. even with 512mb memory.. this PIG makes the cpu 200-300mb paged memory... that why this PIG uses 90% to 95% of cpu.. the cpu is running flat out.
the audio software has to load a different filter..codec.. whatever everytime the bit rate of the sound file is differs from the bit rate of the prior sound file. If you are lucky ie: you did in fact had your finger up your nose at the right moment... the driver the sound software needs is still sitting in main memory... BUT if you forget to pick your nose and the driver is sitting in paged memory.... CRASH....
short term fix... create 3 sub folders for each bit rate bit rates 64bs, 128bs, 196ks.. load all the files in media player to identify bit rate then move the sound files into the appropriate folder...
then pick 1 of the sub folders and move all the files into the sound folder.. it WORKS... i use 64kbs files... i not get all sounds.. but is better than none
short term fix... create 3 sub folders for each bit rate bit rates 64bs, 128bs, 196ks.. load all the files in media player to identify bit rate then move the sound files into the appropriate folder...
So you have basically pinned the problem down to certain sound drivers that have problems with various bit rates.
The Microsoft codex's in Media Player handle variable bit rates so people running clean machines with just Microsoft stuff have no problems at all while the rest of the world goes belly up everytime a sequence of sound clips change rates.
Wonder if kicking them to WAV's then back to a fixed rate of 64 gets around this for good. Anyone have any converters handy?
actually using both 64kbs and 128kbs sound files seems to work ok.
i think the problem is with 196kbs.. the majority of the 196 files are large music and intro file... but there are about 35 of the files under 200k.. some of which used in aircombat. here is the list of 196kbs... try experimentiing a little.. for example i am killinng 196kbs files over 100kb
removing the 196kbs sound files works much better... but neither audio codec or the bit rate is not the real problem..
the real problem is cached/paged memory.
i have 2 monitors.. i have task manager performance app running on my 2nd monitor.
anytime the ai is running.. cpu usage AVERAGES 99%
i have 512mb.. and pf usage grows by 200mb after loading witp.. and the page file gets bigger and bigger over time.
during the orders phase i would think win os is caching all mplayer flies .. so it can move more of the graphic and unit data files back into main memory.
the REAL solution is 1gig of memory.
i have 2 suggestions for your programmers... 1/ dump sxf codec and use media player 9 codec... listen i hate microsft too... but the reality is that the win os is written to optimize to player 9 codec 2/ do some extensive testing on pcs with 256mb ram.. coz i not sure is possible you can write a bug free version of this software for a 256mb pc.
Just thought I'add I have the CTD as well with version .21.
In my case at least using the UV sounds (renaming them to .sfx of course) works very well. I also tried disabling the AC3 filter thingy but had no luck and decided I was getting way too deep into something I don't understand in the least (I'm a converted Mac user;-), so I undid all my messing in that area.
In any case it would be good if people still having the problem posted their RAM here to see whether it's indeed the 256MB machines that have the problem (yes mine is 256MB).
For the rest I've sent my DirectX diagnosis file to Matrix and hope they can get something out of that.
i have 2 monitors.. i have task manager performance app running on my 2nd monitor.
anytime the ai is running.. cpu usage AVERAGES 99%
i have 512mb.. and pf usage grows by 200mb after loading witp.. and the page file gets bigger and bigger over time.
during the orders phase i would think win os is caching all mplayer flies .. so it can move more of the graphic and unit data files back into main memory.
the REAL solution is 1gig of memory.
I don't think this is the problem. On my system WitP uses ~180 MB (physical + virtual) memory out of 512MB total. I still have about 250 MB of free physical memory left. This is during the the 1st player turn, where I got CTDs very often when I clicked on a "Done" button for example. After I removed the offending direct show filter, I have perfect sound and no more CTDs.
Besides, swapping is supposed to be transparent to applications (except for the obvious time penalties). If an application is not able to cope with unpredictable timing while running on a multitasking OS with virtual memory then that application is broken.
As for the CPU running at ~100% while the AI is doing it's turn, if this were not the case that would be another bug Microprocessors either run or sleep. When they have nothing to do they sleep until they get woken by a hardware interrupt, otherwise they run on full speed. During the AI turn the CPU obviously runs all the time because there are no external events to wait for.
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Thanks for your patience everyone. Once I return from GenCon, I will be posting a test patch for everyone still experiencing problems to try out. Should be next Thursday/Friday.