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Long voice lines and some sound effects do not play correctly (OpenAL) #31

@fbraz3

Description

@fbraz3

Context

Audio output is partially functional on the cross-platform (Linux/macOS) builds using OpenAL backend.

Symptom

  • Short sounds and general audio output are present
  • Long spoken lines and selected sound effects may be missing, cut off, distorted, or unreliable
  • This incomplete behavior suggests the OpenAL backend is working for simpler playback cases but not for all asset classes

Investigation Focus

Areas to audit:

  1. Miles-to-OpenAL compatibility layer
    • Streaming vs. buffered playback paths
    • Format handling differences (PCM, compressed, voice vs. SFX)
  2. Asset categorization:
    • Which voice lines fail specifically?
    • Which effect categories are affected?
  3. Buffer management and playback state in OpenAL implementation

Impact

  • Audio backend is feature-incomplete
  • Voice feedback and some effects are unreliable
  • Medium severity: affects immersion but is not a total blocker
  • Release blocker for audio parity with original game

Notes

  • Reference: GeneralsMD/Code/Audio/ and OpenAL wrappers
  • Original game uses Miles Sound System; cross-platform builds use OpenAL
  • This affects both Linux and macOS builds

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