Staredit Network > Forums > General StarCraft > Topic: Sound channels in BW
Sound channels in BW
Dec 20 2014, 9:54 pm
By: theleo_ua  

Dec 20 2014, 9:54 pm theleo_ua Post #1



Doom2 has 8 audio channels (8 sounds max can play at the same time), SC2 has 16 min and 128 max (you can change this in options, like in screenshot below):



But how many channels are in BW?

Post has been edited 1 time(s), last time on Dec 23 2014, 11:57 pm by theleo_ua.



None.

Dec 21 2014, 4:23 am jjf28 Post #2

Cartography Artisan

I assume it's built like this: a sound causing event occurs, BroodWar calls a sound method like "PlayTrigWav" or "PlayUnitSpeech" causing a call to a generic sound playing method (PlayBwSound, for example), PlayBwSound calls some method based on the operating system, (like PlaySound), with the SND_ASYNC flag).

With that kind of setup StarCraft wouldn't be dealing with sound channels (at least not directly); this matches the common knowledge that WAVs in maps cannot be stopped partway through and will just overlap, and fits with how a time strained team would want to write sound handling... though if BroodWar did indeed have say, 16 channels, playing 16 WAVs might hold the key to stopping WAVs mid-stream :)

I'm not basing this off any code/inside knowledge, someone else may have a better understanding.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Dec 21 2014, 9:40 am Sand Wraith Post #3

she/her

Mesk or an affiliate of his reported 8 sound channels or thereabouts. It was low to the point of being noteworthy in any case. It's worth checking with the DirectX version BW uses, or asking Hercannic, he'd probably know.

edit: bw probably does a fair bit of sound handling of its own given its use of positional audio. idk, can't check atm.




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Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
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Ultraviolet -- Symmetry
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Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
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NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
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Symmetry shouted: Ohhh imagine a SC map that could delete itself
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Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
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Symmetry -- Ohhh imagine a SC map that could delete itself
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NudeRaider -- Symmetry
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yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
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