Feature request - alternative sample rates

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Feature request - alternative sample rates

Postby weegeez » Tue Jan 10, 2017 2:37 am

Dear devs,

My favorite game is 44.1khz. This means windows SRC is enacted when streams from mumble, which is 48k join at kmixer level, as a result game sound is compromised.

Is it too much to add 44.1 support to mumble?
It's just that the sound team of the game in question spent considerable time field recording ambience and sounds and for the windows SRC to trash that is would be a shame.
According to Microsoft knowledge base article, if all outgoing rates are the same then no SRC takes place, the stream is simply mixed, not resampled.

Hope you understand, I'm passionate about the game.

Thanks in advance.
Last edited by weegeez on Thu Jun 29, 2017 11:22 pm, edited 3 times in total.
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Re: Feature request - alternative sample rates

Postby kissaki » Sat Jan 21, 2017 10:47 am

Are you saying using Mumble changes the systems audio output setting?
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Re: Feature request - alternative sample rates

Postby weegeez » Sat Jan 21, 2017 11:54 am

Hi
The game is 44.1 and mumble (from what I've been told) works at 48k internally.
Because these do not match, the 44.1 stream will be re sampled to 48khz by default according to the windows direct sound sound layer (Kmixer). It usually rounds up butis dependent on sample rates supported by sound card, i.e. in rare case sound card is 44.1 only, mumble is re sampled instead, no problem here.
Last edited by weegeez on Thu Jun 29, 2017 6:57 pm, edited 1 time in total.
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Re: Feature request - alternative sample rates

Postby weegeez » Fri Jan 27, 2017 7:12 am

Any idea?
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Re: Feature request - alternative sample rates

Postby kissaki » Tue Jan 31, 2017 3:58 pm

There is a constant SAMPLE_RATE in Audio.h, which is set to 48000.

This is used in several places to initialize sound input and output systems and codecs.

Maybe setting it to a different value would work, I don’t know.
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Re: Feature request - alternative sample rates

Postby weegeez » Fri Feb 03, 2017 6:59 am

Interesting, I'd do some tests thanks!
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Re: Feature request - alternative sample rates

Postby mkrautz » Fri Mar 24, 2017 10:50 pm

There is nothing that really forces the WASAPI backend to use 48KHz. We could run it at something else, if there are compatibility issues.

For many other audio backends, we let the system choose. If it deems 44.1KHz a better fit, we will use that and resample to 48KHz on the fly for internal use.
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Re: Feature request - alternative sample rates

Postby weegeez » Thu Jun 29, 2017 7:23 pm

Hi, I'm back. I recently had time aside to troubleshoot and locate Audio.h setting, however I could not find it. But its besides my main point which I should make more clear....

I think mumble should detect the prevalent sample rate as a game is opened, matching its engine to that of the game in order to avoid unnecessary and detrimental resampling of game audio, :!: Here's why.

As I mentioned in #1, in Vista and Windows 7 (UAA/WASAPI) it is possible to FORCE the output to a rate that the sound interface see's. This is not an elegant solution and unwanted Windows Resampling is still a possibility because the average user;
A) Must manually change the audio settings done by way of isolating the sample rate in windows sound settings (fig. 1) or setting system default sample rate (fig. 2) matching that of the games sample rate for optimal, non resampled sound. (in those figures, 44.1 but it could by any rate).
B) Would need to know sample rate of the game
C) Keep a note of rates for all games and change these settings every time a different game is started.

Note this problem is specific to mumble because it runs in the background and presents its own audio stream. If mumble (or any audio program for that matter) wasn't open then resampling is far less likely to occur.

ImageImage
figures 1 & 2, various ways user can FORCE sample rate in order to prevent resmapling.

Of course, none of this wouldn't be necessary is the audio/entertainment industry would just settle on one sample rate once and for all but until that days arrives these things need to be addressed at unfortunately.

For me, I'm aware of this resampling, I only ever play one game and I know its sample rate. I can put a tutorial in the games manual, instructing players to FORCE sample rates - which works. However this does not address other players and games.
It lays waste the efforts of those who perfected game sounds / effects.
It also makes both the equipment used to record sounds as well as sound devices used to play back those sounds, totally redundant.
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