I would bet people with massive amounts of fast ram get it less frequently, but that's just my theory. We have no idea how the sound system actually works...
Profile of sluzbenik
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Broadcast: https://www.twitch.tv/sluzbenik1
Youtube: https://www.youtube.com/user/sluzcast/videos
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Broadcast: https://www.twitch.tv/sluzbenik1
Youtube: https://www.youtube.com/user/sluzcast/videos
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Post History of sluzbenik
Thread: life threatening sound bug25 Apr 2015, 04:38 AM
In: COH2 Bugs |
Thread: life threatening sound bug24 Apr 2015, 19:49 PM
I'm 100% certain it's related to the badly coded reverb in the game because we can hear the massive reverb on that sound. To my ears, COH2's reverb sounds cheap, metallic and poorly implemented (I have used DAWs and done my own mixing for my band and others so I've worked with a lot of software effects and sound design.) A reverb is nothing but a series of echoes that are filtered. To do this digitally you feed the delayed signal back into the original. We know COH2 has memory management problems. I start lagging at start after 4-5 games. What is probably happening is the bad memory handling is resulting in stuff getting stuck in the buffers for the reverb effect, producing an overload that results in a digital glitch. I think the reason that it's so much louder than the game sound is because the ambient effects subroutine is somehow not tied to the game master volume, it's running on the sound files and those sounds are controlled by the master volume so normally you shouldn't have an issue. But if the reverb/ambient subroutine is bugged then it's perfectly possible for that sound glitch to be louder than the rest of the game. It's nothing like any glitch I've heard in any effect, and it's not the driver getting stuck (if this happens because of a CPU overload and the entire driver crashes you usually get a fraction of the last sound played infinitely, which sounds like a constant tone). I've never heard anything like this though when I was mixing and experimenting no matter how many reverbs I feed into delays into reverbs and so on...But software for musicians is usually better coded. If you want to know more (sound design and coding is fascinating) try this article: https://christianfloisand.wordpress.com/2012/09/04/digital-reverberation/ In: COH2 Bugs |
Thread: Demos for axis24 Apr 2015, 00:41 AM
Relic gave Axis officers, so they could blob better. They gave Soviets demos so they could kill those blobs. You can give Axis demos if you give Soviets officers so Sov blobs are as good as US blobs. And then we're getting close to mirror matches. (BTW, the best COH2 gameplay is Osteer vs. Ostheer but everyone says mirrors suck, despite that fact that both players need to use combined arms to win.) In: COH2 Gameplay |
Thread: A letter to Relic COH2 Game balance team23 Apr 2015, 05:01 AM
OKWe lose. In: COH2 Balance |
Thread: We need some 4v4 tourneys/ladders22 Apr 2015, 21:11 PM
I support the idea. But you need a prize. Which would be very small split 4 ways anyway. People need motivation to schedule. Instead, why don't you try a Challenge thread for teams to arrange matches? Romeo's King of the Hill was a smashing success, try that for 4v4. Get a thread going, have a face-off and then challenges...And that way games can be played when people are available. Can't expect 4v4 teams with no motivation to play to be able to manage a regular tourney schedule. Since 4v4 is all about "notoriety", King of the Hill seems the best solution to me for teams to get their name out there. If it takes off, then you could think about a real tournament. In: Lobby |
Thread: Epic Trash Talk and Dealing with SovFHQ22 Apr 2015, 02:57 AM
Pretty bog standard defeat of FHQs, which was followed by the most epic trash talk I have seen in game. In: Replays |
Thread: #esports?18 Apr 2015, 03:45 AM
IT'S A FUN, CASUAL RTS. I mean...you can't rage that hard. You just can't. Unless you take the Airplane movies seriously or something. In: Lobby |
Thread: Fear not the B417 Apr 2015, 17:50 PM
Just play your ace game! In: Replays |
Thread: Morons being Morons15 Apr 2015, 02:18 AM
In: Replays |
Thread: Which Faction Is OP At Present & Why ?13 Apr 2015, 13:07 PM
Only Soviets let you lose up to 4 squads a game and still win. Their durability and cheap reinforce costs means it's far too easy to spam for map control and stall till call-ins. 5 man squads result in fewer squad wipes. They are more flexible than US early and midgame thanks to support weapons and the Zis is superior to the US at gun, and only marginally worse than the Pak. Soviets also have more wipe potential over the course of the entire game than any other faction thanks to the aforementioned mines and demos, flame engie spam, and later call-in tanks. PTRS is also batshit broken. In: Lobby |
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Latest replays uploaded by sluzbenik
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2v3 IN OUR BASEby: sluzbenik map: Lazenrath Ambush1-1,291
107058931368531383048677846773665377592623770636595
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