I still have sound problems on my other machine. Using some realtek onboard chip, maybe the drivers are bad.
The original (1.1.0, HiB one or that what you get from Plimus, they are 100% equal) uses FMODEX and not OpenAL, and with that i don't have problems either. So, that must be a problem with OpenAL, or the FmodOpenALBridge. Even copying the exact DLLs didn't solve the problem.
So the problem is either the sound driver, or the OpenAL implementation, imho.
Btw, a few times "FMODEX error: 1: Unknown error code" appears in both logs, on the machine where the sound is fine, and on the other one where it is not. (Tested in the scenes when finding, trapping, and binding Li). Need more testing here, and the log files could definitely use a timestamp...
@GMMan, what about a shared dropbox folder? I can host my builds on github, but i agree a central repo would be a better thing, probably.
@tannim: The builds you have sound problems with, do they play that bubbling sound (sfx/cache/titleaction.ogg) when you click on the buttons/crystal in the title screen? Mine does in about 10% of the times, otherwise it skips that sound. sfx/cache/menu-open.ogg is played in about 40% of the time, and sfx/cache/menu-close.ogg is played always (Tested by spamming the crystal and answering "No" all the time). Really strange.
EDIT: I blame OpenAL! The version by creative must be completely batshit. I got the win32 binary build from
http://kcat.strangesoft.net/openal.html, renamed the DLL file to OpenAL32.dll, put it next to the Aquaria.exe, and it worked! 128 channels, no fuss, sound problems gone. Cool!
For convenience, i have mirrored the single DLL file:
DownloadLet me know if that solves your problem, tannim.
