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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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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