When you play CTF (Capture the Flag) and you grab the other team's flag this alarm goes off. It's a klaxon. Pretty much on any map it sounds exactly the same but I've noticed that if the area around the flag gets hit with a redeemer the alarm worbles.
Sometimes it gets higher pitched and faster.
Sometimes it gets a lower pitch and sounds like the battery's dying.
I use a cluster redeemer most often. It's called the Deemer Fireworks: a fired projectile that launches mortars in its path, each hitting like a redeemer blast. So that klaxon gets damaged a lot when I'm playing.
If whatever it is that makes that klaxon sound doesn't have a specific solid physical object, why does it get damaged by redeemers?
Broken Klaxon is Broken
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Broken Klaxon is Broken
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Broken Klaxon is Broken
Did you just use the edit-copy-delete-repost trick? Or have you just posted again your unanswered threads?
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Re: Broken Klaxon is Broken
Yes!papercoffee wrote:Did you just use the edit-copy-delete-repost trick?
No.papercoffee wrote:Or have you just posted again your unanswered threads?
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Broken Klaxon is Broken
That's the hope...
...so, broken klaxons. Any ideas on that, folks?
...so, broken klaxons. Any ideas on that, folks?
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Broken Klaxon is Broken
It's the simplistic nature of the sound channels. In short, they are overlapping and you are getting resonance as two or more sounds are vying for usage in the channel. The pitch changes because it's being compressed to try to get all the sound out.
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Re: Broken Klaxon is Broken
If you are using Galaxy renderer and have not changed the settings, you are only on half quality (16 channels at 22kHz) .
Change up to 32 channels and 44k, or 64 channels in the OpenAL renderer.
With the amount of things you regularly have happening, you will need all the channels and sound resolution you can use.
Your modern sound chip probably has native 48k sound, so you can probably even use that with no extra CPU use.
Change up to 32 channels and 44k, or 64 channels in the OpenAL renderer.
With the amount of things you regularly have happening, you will need all the channels and sound resolution you can use.
Your modern sound chip probably has native 48k sound, so you can probably even use that with no extra CPU use.
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