Posted November 02, 2022
Hello!
Certain sounds in Dungeon Keeper 2 are either missing or they play very infrequently. These include the pickaxe sounds of the imps as they mine, all combat sounds I have seen so far within the first level, and possibly some environmental sounds.
I have tried various options, including what DK2Tweaker offers, as well as the GIMP files which add another exe. This bug remains.
I've experienced no visual bugs, only these audio problems.
I have tried using and enabling/disabling, respectively, headphones, TV speakers, casque/stereo, QSound/Environmental sounds, and all compatibility modes for both exes, and this still persists.
Any help would be appreciated.
EDIT: I've made an interesting discovery. I found, downloaded, and tested a 1.3 version of the game (from the KeeperKlan forums; I can share the link, it is through mediafire, but I am not sure if that is permitted here. I saw that the KeeperKlan forums were recommended on GOG's Dungeon Keeper Troubleshooting page, so I hope that won't be a problem).
THAT FIXED IT! (BUT... that is not the end of the problem! Read on...)
The sounds of imps mining, the rubble crashing, creatures fighting, and Lord Antonius's yelling in the first level work here.
I then renamed my Data/Sound/Sfx folder in the GOG version of the game, so as not to delete it, and copied over the Sfx folder from the 1.3 version that I had just tested to be working, so that the game would register that one instead. I ran the GOG version (1.7 client, but as I mentioned before this edit, I had applied the GIMPatch which is supposed to combine the best aspects of the 1.5 version and the 1.7 version), and the sounds in the first level seemed to work.
HOWEVER!
Then I realized that the 1.3 patch is missing certain sounds as Elite Creatures and other traps were added in subsequent patches (I believe in versions 1.61 and 1.7?), so this is not a complete solution. I assume if I were to copy over those specific sound files from the 1.7 Sfx folder, and paste them into the 1.3 Sfx folder, they might still not work as I reckon the original problem I described extends to all creature, ambience, mining, and combat sound files in the 1.7 Sfx folder, and who knows how many more - I have only tested the first level so far.
NOW?
1) Now the issue still remains - how to get working files in the Sfx folder that were added after 1.3.
2) And, of course, the question - why is the 1.7 Sfx folder buggy at all? And how to fix that so that all sounds work?
EDIT 2: So I did a fresh reinstall of the GOG version and started it up. The sound worked. I playyed around with getting the 1.5 client exe (DK.exe) working through the GIMPatch and the guide on steam that explains how to get DGVoodoo working with the game, so that you can have both the 1.5 and 1.7 in the same folder, as well as the level regarding creature spawning in that patch, and then one more time I went checking through all the in game options.
The culrpit? Not any of the sound options, nor video, but the control options.
The game speed was at fault. I felt the game was too fast and lowered it to its lowest, but that caused the bug. At 25% of the speed, the sounds were playing certainly less often than 25% of the time at 100%, but it doesn't matter now. I will keep it at the default speed of 100% and hopefully all sounds will remain stable.
Certain sounds in Dungeon Keeper 2 are either missing or they play very infrequently. These include the pickaxe sounds of the imps as they mine, all combat sounds I have seen so far within the first level, and possibly some environmental sounds.
I have tried various options, including what DK2Tweaker offers, as well as the GIMP files which add another exe. This bug remains.
I've experienced no visual bugs, only these audio problems.
I have tried using and enabling/disabling, respectively, headphones, TV speakers, casque/stereo, QSound/Environmental sounds, and all compatibility modes for both exes, and this still persists.
Any help would be appreciated.
EDIT: I've made an interesting discovery. I found, downloaded, and tested a 1.3 version of the game (from the KeeperKlan forums; I can share the link, it is through mediafire, but I am not sure if that is permitted here. I saw that the KeeperKlan forums were recommended on GOG's Dungeon Keeper Troubleshooting page, so I hope that won't be a problem).
THAT FIXED IT! (BUT... that is not the end of the problem! Read on...)
The sounds of imps mining, the rubble crashing, creatures fighting, and Lord Antonius's yelling in the first level work here.
I then renamed my Data/Sound/Sfx folder in the GOG version of the game, so as not to delete it, and copied over the Sfx folder from the 1.3 version that I had just tested to be working, so that the game would register that one instead. I ran the GOG version (1.7 client, but as I mentioned before this edit, I had applied the GIMPatch which is supposed to combine the best aspects of the 1.5 version and the 1.7 version), and the sounds in the first level seemed to work.
HOWEVER!
Then I realized that the 1.3 patch is missing certain sounds as Elite Creatures and other traps were added in subsequent patches (I believe in versions 1.61 and 1.7?), so this is not a complete solution. I assume if I were to copy over those specific sound files from the 1.7 Sfx folder, and paste them into the 1.3 Sfx folder, they might still not work as I reckon the original problem I described extends to all creature, ambience, mining, and combat sound files in the 1.7 Sfx folder, and who knows how many more - I have only tested the first level so far.
NOW?
1) Now the issue still remains - how to get working files in the Sfx folder that were added after 1.3.
2) And, of course, the question - why is the 1.7 Sfx folder buggy at all? And how to fix that so that all sounds work?
EDIT 2: So I did a fresh reinstall of the GOG version and started it up. The sound worked. I playyed around with getting the 1.5 client exe (DK.exe) working through the GIMPatch and the guide on steam that explains how to get DGVoodoo working with the game, so that you can have both the 1.5 and 1.7 in the same folder, as well as the level regarding creature spawning in that patch, and then one more time I went checking through all the in game options.
The culrpit? Not any of the sound options, nor video, but the control options.
The game speed was at fault. I felt the game was too fast and lowered it to its lowest, but that caused the bug. At 25% of the speed, the sounds were playing certainly less often than 25% of the time at 100%, but it doesn't matter now. I will keep it at the default speed of 100% and hopefully all sounds will remain stable.
Post edited November 02, 2022 by Tothlar
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