Eax Help.

Fl4THeAdFl4THeAd Join Date: 2003-07-30 Member: 18587Members
<div class="IPBDescription">really annoying echo!</div> Whenever I use EAX (from the options menu), I get a really nasty echo while playing NS. Turning it off stops the echo. But whenever I start NS again it keeps turning itself back on..
Is there anyway to stop the EAX audio setting from turning itself on?

btw: when I manage to get EAX off, the ambient music hiccups like mad.

Comments

  • TykjenTykjen Join Date: 2003-01-21 Member: 12552Members, Reinforced - Shadow
    try this one in config.cfg, helps for me

    bind "SPACE" "+jump; room_type 0"
    bind "w" "+forward; room_type 0"
    bind "a" "+moveleft; room_type 0"
    bind "s" "+back; room_type 0"
    bind "d" "+moveright; room_type 0"
    bind "c" "+duck; room_type 0"


    and room_off 1, stopsound, has impacts too
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2004
    EAX is nothing but this echo.

    Its like blaming cookies for their taste.

    and this script + script blocking enabled = you no longer moving.
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    Only problem with EAX and NS I've had is when you've been digested you get the underwater echo effect, even after you've been digested and you're spectating your team waiting to respawn.
  • SuicideRusherSuicideRusher Join Date: 2003-02-23 Member: 13893Members
    edited January 2004
    i have this problem (just the echo) with HL based games as well (specifically CS, EAX is needed for sound targetting)

    nForce2 mobos onboard sound (nvidia soundstorm) seems to have very bad EAX, and this is my guess on why its happening

    specs:
    2600+
    epox 8rda+ nForce2, using onboard sound

    yeh, i have a soundblaster live 5.1 lying around somewhere

    il try it and post results later
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    I use an Audigy 2 NX to enable EAX, and the only times it goes overboard if underwater and during (and as someone said, during the spectating after) Devour.
    really really heavy echo that causes clipping and harsh distorsion in the sound.

    If there is any way the dev team can fix these two effect (tone them down a bit manually?) the game would benefit greatly imho. as it is im reaching for the volume contrtol every time i get devoured.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    ^^^Deleting the devour digested sound may help..or replace it.
  • Fl4THeAdFl4THeAd Join Date: 2003-07-30 Member: 18587Members
    I've managed to keep EAX off, (no more echos w00t <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )

    But whenever the ambient music plays, it skips and hiccups constantly.
    Is there anyway to have the ambient music play smoothly without EAX support?
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Yeah its a soundstorm issue, I've been told that the latest nforce drivers fix this problem (www.nvidia.com).

    I used to be able to rid of the echo by using A3D, but I'm not sure if that still gives you the lovely surround sound effect, eitherway if your not using surround sound there is little need for these features as they are just an extra load on the system.

    Only other way is to buy a decent soundcard, there again i saw a 5.1 soundcard on www.ebuyer.co.uk for £5, dont know if its any good, but might be worth checking out. (It's obviously gonna be very "bog standard" but if it works better than the soundstorm then well thats good <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)

    I have really never been impressed with the soundstorm, it never quite works with all my games, halo has problems, max payne 2 has problems, everything pretty much has problems with a soundstorm, hopefully these issues are fixed in the latest mobo drivers.
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    <!--QuoteBegin-Paranoia-2MB+Jan 31 2004, 02:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paranoia-2MB @ Jan 31 2004, 02:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ^^^Deleting the devour digested sound may help..or replace it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't think it would. The game sets itself to room_type 26 or something if you are being digested which gives the very strong echos. Only when you come back in game it realises you are in a relatively normal room and sets room_type back down to 0 or so.

    The dev team need to put something in NS that realises once you've been digested, time to turn off the room_type effect.
  • EZeroEZero Join Date: 2003-08-12 Member: 19572Members
    or how about just not use room_type altogether? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
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