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Sound balance options mislabelled and misunderstood? #272

@ToBul

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@ToBul

Related to #270 and #187

It seemed odd to me that the gui has 3 sound balances,
Balance, BalanceLeftRight and BalanceFrontRear.
Yet the help output says the -balance switch controls front to rear,

Image

So I searched the source for just balance to see what it actually controlled.
In Src\Sound\SCSP.cpp it talks of master and slave scsp chips,

/*
 * Compute relative master/slave SCSP balance (note: master is often used
 * for the front speakers). Equal balance is a 1.0 scale factor for both.
 * When one SCSP is fully attenuated, the other's samples will be multiplied
 * by 2.
 */
float balance = std::max(-100.f,std::min(100.f,s_config->Get("Balance").ValueAs<float>()));
balance *= 0.01f;
float masterBalance = 1.0f + balance;
float slaveBalance = 1.0f - balance;

Does this mean -balance is actually controlling the 2 layers of scsp sounds? I guess that would explain all the complaints about sounds missing for the last few years?

Here's a Lost World save state just before the music plays, if you play with the Balance slider fully to the right you'll see what I mean.

lostwsga.zip

Also in dayto2pe depending on whether you have the Balance slider all the way left or all the way right, you can make either the "pick your car guy" or the pit boss silent, which is another common complaint.

TLDR:
The sound balance labels and descriptions are wrong/misleading.
Also it would be nice if there was an actual frontrear command line switch as I don't think there is one?

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