View Full Version : Wave for WinXP, DirectSound for Win98
Same story as many posts here. Sound is fine out of game. In-game it gets choppy.
Noticed a way to help alleviate the stuttering problems for most players. WindowsXP users have the best of luck using the WAVE from SETTINGS==>OPTIONS. Win98/ME users do much better if they are using "direct sound" instead with the process priority set to real-time.
So far we have 4 more happy players because of this. Get the connection info of you users and get the win98/me users to try this. I hope this helps you all.
Jasper9080
29-08-2002, 23:55
Thanks man. I setup a TS 2 host for MOH players and some are complainig of choppy sounds even after switiching to Real Time and Wave.
N. Werensteijn
30-08-2002, 00:27
Would these people be using a sb audigy or hercules gametheater xp pro ?
Jasper9080
30-08-2002, 00:51
Im not sure.
I have a thread running on aa.com and I didnt think to ask for specs untill about 15 replies later.
I'll let you know.
93 views and only 3 posts?
Sup fellas? Is it working for you or not? Please give us feedback.
Barking_Mad
30-08-2002, 12:54
ok my setup:
Windows XP home
Athlon 1900+XP
512Mb DDR
Audigy
GF2 Ti 64
Sound Driver: Wav
Process Prority: Realtime (patch to fix reeze is on)
win>control panel>sound>advanced audio prop> Hardware accelaration = Full
Sample rate conversion = Best
Audigy driver version = 5.12.1.253
Output volume (in TS2 options) = normal (setting higher = distortion)
Everything sounds sweet :P :D
Bump,
Hope this helps everyone. If it does, or does not, post it here.
Bot XP and w98 users are better off using TS in realtime. XP users need to put the program in Windows 98 compatability mode in order to not let it crash when minimizing or closing through the symbols.
w98 Users are indeed better off with DirectSound since wave doesn't always (most of the time actually) go together with playing games. When using DirectSound it is generally a good idea to slide the DirectSound latency buffer to middle or right position.
Pretty much already explained in the FAQ section..
raru.kaycee
02-09-2002, 16:06
the compatability mode is not really working since it prevents the application simply from switching to realtime priority (look at the taskmanager with option base priority)
when you change the prio manually TS still crashes the system when minimized...
simply try wave + sound buffer to the right (best quality) and the new developerversion , where the realtime option in TS just switches to high prio
I have to concur with the previous post. If I run TS 2.0 in compatibility mode, this must disallow setting it to a real time priority. However, after setting the process to realtime manually, I found that using the minimize and other control boxes resulted in the same freezing behavior. So, my guess is that when you manually change the process to realtime, this pops it out of compatibility mode anyway.
Can we please get our stories straight? I've tried several suggestions and am going to try another. But my frustration is mounting. My squadmates and I have gone back to TS 1.2/1.5 and will NOT be switching back until ingame performance is drastically improved.
I do not have an Audigy soundcard but am getting that choppy behavior when playing GR but not between rounds. I use the latest Creative SoundBlaster Live! 5.1 drivers for Windows XP Home. I have a cable modem connection, a Pentium 3 processor running at 933 MHz, and 512 MB SDRAM.
All cards dont have the ability to use direct sound do they?
I thought u would have to use WAV on most older cards.
Strange, but im gonna try it.
I use WinXP with a SB Audigy. If I select DirectSound, I cant hear anyone else transmit although they can hear me. Wave works fine.
I have a WinME machine and WinXP machine,
WinME = DirectSound, Real Time, Buffer size; far right
WinXP = Wave, Real Time, Bufer size; far right
its teh smoooooooooooothness
no problems detected :D
Jasper9080
03-09-2002, 10:16
After posting FuZes suggestions my MOH guys are reporting back that they solved allmost all instances of TS freezing XP.
We are also happy to report in-game audio has improoved for everyone (no choppiness) to the point I have upped the game server channel codec to GSM 14.8 kbit.
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