![]() ![]() (You could duplicate M1 and M2 for D# and E, or maybe even just disconnect those strings.) I guess tuning a stringed instrument would be eaiser. Pianos are expensive to make, but you could definitely tune a piano to the metric notes, and just ignore two notes in every octave. How could I get a real-life version of this amazing piano? ago Regular HL1 does that too in mods, thats why I play on Xash3D instead of Steam SpicySpider72 3 yr. If not you should check the MP3 volume in the audio settings. I'm open to other suggestions, especially if there's a meaningful mathematical reason for it.īut let's face it: No matter what we do, these intervals are going to sound off. Does it start, then cut off when there’s another level loading, if so you must be playing the broken source port: Half-Life Source. So I went with one group of one and one of three. But then you'd get two groups of two black keys, and that would be hard to tell them apart. The least impactful change might have been to keep the first group the same and remove the last black and white key (A# and B). I haven't seen anything like that on this metric scale. On a real piano, the groups of 3 and 5 white keys have a mathematical basis, since major thirds and fifths relate to each other with nice proportions. The decision of where to put the black keys is tricky. ![]() I kept "C" as the name of the first note, but I figured letters would be confusing for the others, since they're not really related to the notes you're used to. The others are created by multiplying 2^(1/10) times the frequency of the note below it. I rounded Middle C's frequency to the nearest whole number and used that as the basis for the other notes. My hypothesis is that everything will sound. ![]() You know, like the metric system! This project is an investigation into that question. I don't know (although it seems there are some handy math reasons), but I wondered what would happen if we only used 10. ![]() One might ask how we decided on 12 half-steps. On a piano, some are white and some are black, but the intervals are all 2^(1/12) times the one below it, so that each note has a frequency of twice that of the one an octave below. The musical scale used by just about everything is divided into octaves, each of which contains 12 "half-steps". (It isn't currently published to the web.) Explanation If you download this project, you can just double click piano.html to open the piano in your browser. Just wiping the drivers would be easier of course, but then Windows would insist on reinstalling drivers for the "unknown audio device" at the next boot, and if it's really a hardware issue, only pulling the drivers wouldn't solve the problem.Piano keyboard with 10 half-steps per octave (now "septave"!) instead of 12īased on Musical Keyboard by Keith William Horwood © 2013 How to Use The next step is to physically uninstall the Audigy 2 ZS card, as well as wipe the drivers. I still get the stutter-freezes in Black Mesa (and presumably would get them in DoD:S as well). Unfortunately, this did not fix the problem. The latest one I could find was version 4.0, which he put out this January. I did install a Daniel_K Audigy driver pack. So it seems I have a problem with all Source-engine games, even if I didn't necessarily remember things that way. Yes - unfortunately yes, just the stutter-freezes don't last as long as they usually do in Black Mesa (possibly because the average DoD:S level isn't as ambitious, graphically, as BM). I fired up Day of Defeat: Source yesterday to see whether I had the same problem. Okay, that's what I get for trying to remember. It's possible I wouldn't have the stuttering if I used the motherboard's built-in sound, but I'm not quite at the point of removing the Audigy 2 ZS to find out. I can't update my sound drivers, as there haven't been any new ones for years. I updated my Nvidia drivers yesterday before trying your fix, fwiw. I'll probably end up playing with snd_mixahead values tomorrow, since the problem does seem to be, at its base, a sound problem. Which is one reason this stuttering thing is so irritating. So I'm pretty sure my hardware is plenty beefy to handle the Source engine and games based on it. As you'd expect with Vsync, fps hovered around screen refresh rate (75 Hz). I've run into a few locations (such as when you're riding the out-of-control freight hauler that crashes through a door and ends up in the water during "On A Rail") where the game seems to lag a bit no matter what.Īfter restoring default settings (that is, undoing the fps cap and snd_mixahead values), I turned on net_graph 1 for a while to see what framerates I should get. I don't know, maybe the framerate drop was just a bad area of the game. ![]()
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