Ahoy mates,
Wasn't active for quite some time, but since I was playing and modding aop2 coas lately with the gof mod I was utterly annoyed (again) by the fact the sound was in part missing like cannon/culverin fire sounds in battle or impact sounds in general the sea battles were the issue, that wasn't something new for me that has always been my problem and i remember many other users had similar issues so i tried to figure out why and find a solution. Strange thing was the music always played so it might have something to do with the .ogg and .wav format beeing played both at once.
And while i was at it i deployed new cannon/culverin sounds for each weight (4lbs =>48lbs) and implemented them into the game it worked like a charm, you find the new files attached to this post and a tutorial how to use them.
Sound issues in sea battles
#####################
we've got .wav, and .ogg. I made several tests. If you select the audio drivers and change the priority that might help (.ogg on top priority then .wav you can test here), but its not the best idea since other programs depend on that setting as well.
Solution Part A
#############
I converted all music files to mp3 since that codec is more trouble free compared to the open source .ogg codec (for me that is). there are tools to convert ogg to mp3 in the web (I used "dBpowerAMP Music Converter", you find the file "music_alias" in your aop2 installation needs addressing too since you changed the format output so as example we've got
you simply change to
Solution Part B
#############
All cannons fire sounds need to be converted to mp3 as well, after doing that the " sound_alias" file need the same editing like the music one replacing the .ogg with the .mp3 I suggest you use an auto replacer function like you find in notepad++ only a couple of clicks and every entry is changed.
Solution Part C (optional if A+B alone don't give the full fix)
#########################################
The mp3 codec should be put to 1st place in the audio section. Example for WinXP operating system. Like pointed out this might interact with other programs so its the final resort, however i did so and have tested many programs i have no issues and aop2 works nearly perfect without sound issues anymore.
What is the result in doing the above?
##############################
You will always hear the cannon sounds and all battle sounds (splash on water or impact of balls on your vessel/or enemies for instance)
If you fight a battle 4 or 5 ships involved for instance you won't have sound issues anymore no matter how many battles you fight in one gaming session no more missing sounds (without the conversion to mp3 in my case the 1st sea battle was o.k. in the sound department and with the second one i didn't have any sound or only partial only be fixed restarting aop2.)
But if many more ships are involved (like +7) it happens some sounds are skipped though this is not as much a bugger than without this converted mp3 files. The possible reason why its still not 100% fixed might be the sound engine of aop2 it might not be able so handle so many files playing them in milliseconds after another if you consider how many files are played if many ships are involved firing their armament...
Sorry
####
My web access is very limited and i don't have hi speed web connection available.
cheers
Joe Dagger
EDIT
####
Attached the cannon/culverin sounds so you can check them out and use them if you like. Read me on how to implement those files ingame are included. Added image on the audio codec setting
EDIT2
#####
Forgot to mention you most certainly need to start a new game to get the full effect otherwise the system might not read the converted files not sure on this one just wanted to add this (1st post updated with this info).
In other words if you want to continue your campaign then do the converting later before you start a new one just to be save.
Wasn't active for quite some time, but since I was playing and modding aop2 coas lately with the gof mod I was utterly annoyed (again) by the fact the sound was in part missing like cannon/culverin fire sounds in battle or impact sounds in general the sea battles were the issue, that wasn't something new for me that has always been my problem and i remember many other users had similar issues so i tried to figure out why and find a solution. Strange thing was the music always played so it might have something to do with the .ogg and .wav format beeing played both at once.
And while i was at it i deployed new cannon/culverin sounds for each weight (4lbs =>48lbs) and implemented them into the game it worked like a charm, you find the new files attached to this post and a tutorial how to use them.
Sound issues in sea battles
#####################
we've got .wav, and .ogg. I made several tests. If you select the audio drivers and change the priority that might help (.ogg on top priority then .wav you can test here), but its not the best idea since other programs depend on that setting as well.
Solution Part A
#############
I converted all music files to mp3 since that codec is more trouble free compared to the open source .ogg codec (for me that is). there are tools to convert ogg to mp3 in the web (I used "dBpowerAMP Music Converter", you find the file "music_alias" in your aop2 installation needs addressing too since you changed the format output so as example we've got
[music_bitva]
prior = 192
name = MUSIC\10-Battle.ogg
you simply change to
[music_bitva]
prior = 192
name = MUSIC\10-Battle.mp3
Solution Part B
#############
All cannons fire sounds need to be converted to mp3 as well, after doing that the " sound_alias" file need the same editing like the music one replacing the .ogg with the .mp3 I suggest you use an auto replacer function like you find in notepad++ only a couple of clicks and every entry is changed.
Solution Part C (optional if A+B alone don't give the full fix)
#########################################
The mp3 codec should be put to 1st place in the audio section. Example for WinXP operating system. Like pointed out this might interact with other programs so its the final resort, however i did so and have tested many programs i have no issues and aop2 works nearly perfect without sound issues anymore.
What is the result in doing the above?
##############################
You will always hear the cannon sounds and all battle sounds (splash on water or impact of balls on your vessel/or enemies for instance)
If you fight a battle 4 or 5 ships involved for instance you won't have sound issues anymore no matter how many battles you fight in one gaming session no more missing sounds (without the conversion to mp3 in my case the 1st sea battle was o.k. in the sound department and with the second one i didn't have any sound or only partial only be fixed restarting aop2.)
But if many more ships are involved (like +7) it happens some sounds are skipped though this is not as much a bugger than without this converted mp3 files. The possible reason why its still not 100% fixed might be the sound engine of aop2 it might not be able so handle so many files playing them in milliseconds after another if you consider how many files are played if many ships are involved firing their armament...
Sorry
####
My web access is very limited and i don't have hi speed web connection available.
cheers
Joe Dagger
EDIT
####
Attached the cannon/culverin sounds so you can check them out and use them if you like. Read me on how to implement those files ingame are included. Added image on the audio codec setting
EDIT2
#####
Forgot to mention you most certainly need to start a new game to get the full effect otherwise the system might not read the converted files not sure on this one just wanted to add this (1st post updated with this info).
In other words if you want to continue your campaign then do the converting later before you start a new one just to be save.
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