A weird problem i have with openbor (sound issue)

dobbsdobbs

New member
Hello.

I have always loved retro beatemps, from kunio kun, renegade, target, double dragons, etc so when i found out about openbor
i was delighted. I hope the engine keeps developing and growing.

BUT i have a problem that happens on my desktop pc with almost all openbor games:
I keep hearing an annoying clipping noise insted of the samples, is hard to explain...
I select: NO BGM, and low sound effects... and theres a sound like a beep, like a bad sample sound
anyway each time the character in the game punches. So, instead of listening to the correct sample
sound in a low intensity i keep hearing that clipping, chipping noise (hard to describe it).

IT DOESNT HAPPEN in all the games, but in most of them yes, the problem is there.

I tried with many different openbor versions, no difference.

The pc im using for this is a lowend old intel pc, WIN 32bits, windows 7.

Im not going to change drivers or update the system. Is a pc i use for retro gaming (MAME)
and for other low end games, and all works well, sadly openbor gives me that problem.

I guess im the only one with that issue?

Thanks for the help and attention.

Regards.
 
Welcome to the community @dobbsdobbs. The problem you have is likely due to the choice of sound file by a lot of creators.

In particular, 8bit depth samples tend to produce a pop, click, or other annoyance on playback that the music normally obfuscate.

There are some things we can do here and there in the sound mixing (and just did today in the private development thread).

Unfortunately there's nothing at all we can do retroactively. Allow the BGM to play as the creators intended, or just learn to live with it.

DC
 
I select: NO BGM, and low sound effects... and theres a sound like a beep, like a bad sample sound
This was already report and Kratus had fixed that issue - its a crackling noise.
Sure, 8bit sounds still have that noise/hiss, but the issue you are talking about is gone on the private V4 version we are testing.

I had the same issue and managed to fix it with the patch + converting my samples from 8bit to 16bit
 
This was already report and Kratus had fixed that issue - its a crackling noise.
Sure, 8bit sounds still have that noise/hiss, but the issue you are talking about is gone on the private V4 version we are testing.

I had the same issue and managed to fix it with the patch + converting my samples from 8bit to 16bit
Great, thanks for the info. Hope it works. So what can do? just wait for the latest v4 version to be released?
or theres some patch available as you pointed out? thanks
 
Welcome to the community @dobbsdobbs. The problem you have is likely due to the choice of sound file by a lot of creators.

In particular, 8bit depth samples tend to produce a pop, click, or other annoyance on playback that the music normally obfuscate.

There are some things we can do here and there in the sound mixing (and just did today in the private development thread).

Unfortunately there's nothing at all we can do retroactively. Allow the BGM to play as the creators intended, or just learn to live with it.

DC

Thanks for the reply. Well, i hope it gets fixed somehow. It seems i was not the only one reporting that issue.
 
theres some patch available as you pointed out? thanks
Patch I mean an update version of V4. I don't have an idea of when the next build will be released yet.

For now, I suggest you converting any 8bit audios to 16bit ones. It's a quite simple process and some tools like Gold wave let you do this in a batch (it's what I did for example)
 
Patch I mean an update version of V4. I don't have an idea of when the next build will be released yet.

For now, I suggest you converting any 8bit audios to 16bit ones. It's a quite simple process and some tools like Gold wave let you do this in a batch (it's what I did for example)
Would you explain me how to do that?

Where are those samples located? inside the pak files?

How can i convert them all in batch from 8 to 16b?

Thanks.
 
Oh sorry I forgot to reply.
Yeah you will need to unpack the game to fix the sound. See the how to start ink at my signature and search for paxplode.

To fix all the sounds at the same time I suggest you to use Goldwave . Then go to Batch converting, choose the data folder and choose the 16 bit format
 
Hi guys, thanks for your hard work.
Would it be possible to release this build with the sound clipping fix?
the sound clipping is a regression as the original bor game will clip crazy with current v4 release while older versions didn't have the issue.
Would be great to keep 8b compatibility instead of switching to 16b as is increases the file size by 2 and 8b was working pretty well before.

Thank you!
 
This was already report and Kratus had fixed that issue - its a crackling noise.
Sure, 8bit sounds still have that noise/hiss, but the issue you are talking about is gone on the private V4 version we are testing.

I had the same issue and managed to fix it with the patch + converting my samples from 8bit to 16bit
Is the private V4 version mentioned a branch in the github? I could take a look and try to build with the fix if new V4 release is not ready yet.
 
Hi guys, thanks for your hard work.
Would it be possible to release this build with the sound clipping fix?
the sound clipping is a regression as the original bor game will clip crazy with current v4 release while older versions didn't have the issue.
Would be great to keep 8b compatibility instead of switching to 16b as is increases the file size by 2 and 8b was working pretty well before.

Thank you!
@pimax Even having some fixes in the engine, 8 bit sounds still have some common issues which can only be solved by converting to 16 bits. Considering the file "size VS benefits", I suggest converting to 16 bits as a definitive solution but instead downgrading to 22khz or 11khz in order to simulate a low quality sound effect (if it's your goal).

 
hi hi, thanks yes I understand its surely is better with 16bits. but the problem I had was with the current release Build 7533, all sounds in original BOR.pak were clipping abnormally it is very noticeable with this build immediatly in the start menu.
However, I just built the game with current repo code and the clipping is completely gone but there is a new weird behavior with the hits sound (beat1.wav punch impact effect is not behaving like before now for some hits).
Will try to start to dig in the code if I can figure some things out. thanks for the help
 
Hello, just an update to ask if someone has found an easy solution to this continuous clipping noise problem when music volume is zero in openbor, or maybe this problem doesnt happen to many people, for me is a continuous problem that i havent been able to solve using my desktop pc win7 32b that is the one i use for all kind of retro gaming an emulation. Any help will be more that welcome.
 
Hello, just an update to ask if someone has found an easy solution to this continuous clipping noise problem when music volume is zero in openbor, or maybe this problem doesnt happen to many people, for me is a continuous problem that i havent been able to solve using my desktop pc win7 32b that is the one i use for all kind of retro gaming an emulation. Any help will be more that welcome.
First I suggest to check if you are using 8 bits sounds, this format have some common issues not related to the engine and which can only be solved by converting to 16 bits.
If your intent is to simulate the "low quality" sound present in most retro games, instead of using 8 bits I suggest downgrading the samples from 44khz to 22khz or 11khz.
 
First I suggest to check if you are using 8 bits sounds, this format have some common issues not related to the engine and which can only be solved by converting to 16 bits.
If your intent is to simulate the "low quality" sound present in most retro games, instead of using 8 bits I suggest downgrading the samples from 44khz to 22khz or 11khz.
Thanks for the reply, even when in openbor i select 8, 16bit, 44 or 22hrz makes little difference, the clipping buzzing sound changes a little but is still there,
i would like to know if other players, playing without BG music have experienced this problem, sadly this makes most games unplayable because of the
continuous clipping-beeper noise sound.
 
would like to know if other players, playing without BG music have experienced this problem
@dobbsdobbs Sorry friend, I tested the SORX right now in the maximum volume of my smart tv (100, enough to damage the speakers) but there's no clipping-beeper noise sound without bg music.

sadly this makes most games unplayable because of the
continuous clipping-beeper noise sound
Indeed this is sad, but this an original author's choice for each game, not exactly an engine problem.

select 8, 16bit, 44 or 22hrz makes little difference
I didn't mean the OpenBOR options, I meant you would need to edit the audio files directly using a proper tool like Sound Forge or Audacity.
And even then, depending on how many times the audio file was edited, you may not be able to fix it, will need to rip the sample from the original source again.

1753508460225.png
 
@dobbsdobbs Sorry friend, I tested the SORX right now in the maximum volume of my smart tv (100, enough to damage the speakers) but there's no clipping-beeper noise sound without bg music.


Indeed this is sad, but this an original author's choice for each game, not exactly an engine problem.


I didn't mean the OpenBOR options, I meant you would need to edit the audio files directly using a proper tool like Sound Forge or Audacity.
And even then, depending on how many times the audio file was edited, you may not be able to fix it, will need to rip the sample from the original source again.

Thanks for the reply. OK, but... if is not an openbor engine issue: then why is happening (to me) in every single game?
I would love to fix this problem but sadly i have no idea of how to do it...
 
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