Comments (3)
I've tested it and I didn't notice a delay in the intro. What I did notice, however, was that the intro song played completely wrong. It sounds to me like there's a problem with some events that control the volume of the instruments. I made two comparison videos - one sequential and one simultaneous so you can observe and listen yourself (note: N64 footage is from an emulator because I don't have my N64 on hand right now).
https://www.youtube.com/watch?v=jIuHZmPVHj0
https://www.youtube.com/watch?v=kmwruqnimGU
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Audio on this is a complete strange beast. I’ll probably have to revert and just make it not affect performance too much.
My audio knowledge is SDL_Mixer only and I don’t really know what I’m doing with fluidsynth at all
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3.6.5.1 binary should fix this.
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Related Issues (20)
- Add a better way to support Doom64EX+ for other platforms HOT 4
- Fix opengl on other platforms HOT 4
- Remove dboolean and use bool where appropriate HOT 2
- Textures sometimes don't render at the edges of the screen when using a high fov HOT 5
- Fully replace SDL callback with something else for fluidlite HOT 10
- [Wolfy] Fix the min and max of linux after a great cleanup
- For underterminated time HOT 3
- [Fixed] [Stable] Missing reference on A_ HOT 13
- Continue with the support of android :D
- [Optional]Remove SDL_GetPath for open function HOT 15
- Fix the P_LoadLefs on linux HOT 1
- Rewrite the launcher from windows api to cross plataform
- Error - W_GetNumForName: BUTTONS not found! HOT 2
- Feature request: make non-bindable keys bindable HOT 3
- Sometimes enemy sprites get stuck or don't appear after reloading a save game HOT 1
- Game cannot find pulse HOT 6
- Saving/Loading is broken HOT 2
- i_w3 library fails to work on Linux, BSD and macOS HOT 12
- Collision or missile sprites being 'off' HOT 1
- Nintendo Switch does not build properly HOT 10
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