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Very Hot Topic (More than 25 Replies) OMP 0.3? (Read 19631 times)
TheEmperorStalwartUK
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OMP 0.3?
Nov 13th, 2005 at 10:43am
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When will it be released?

I'm specificaly after the new version of FMOD, which I've heard has several improvments (such as addind the musicorder command which would help me alot).
  
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Smirftsch
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Re: OMP 0.3?
Reply #1 - Nov 14th, 2005 at 11:44am
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Aside my usual work to stay alive - currently i'm pretty busy with 226z/227 - but yes, you are right. No idea, hope i will find some time soon.
  

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Turboman.
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Re: OMP 0.3?
Reply #2 - Feb 19th, 2006 at 5:18pm
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the musicorder fix is one of the things im looking forward to.

but what i would really like to see fixed in the next version is the handling of sounds in specialevents, movers, and triggerlights. In specialevents played sounds dont loop anymore like they were supposed to be in galaxy, in movers the ambientsounds refuse to play during moving, and at last the most annoying of them all is that triggerlight sounds play at ALL times, meaning things like alarms or laser fences will always make sound despite being disabled.
  
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Smirftsch
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Re: OMP 0.3?
Reply #3 - Feb 20th, 2006 at 1:27pm
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yes some of these things were adressed already and are fixed, like musicorder and the fence thing, but the ambientsounds and movers and specialevents are new to me -please gimme an example so that i can recheck and fix it
  

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Kerilk
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Re: OMP 0.3?
Reply #4 - Mar 5th, 2006 at 3:32pm
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All these should be fixed already, if I recall well.
  

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TheEmperorStalwartUK
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Re: OMP 0.3?
Reply #5 - Jun 22nd, 2006 at 3:50pm
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Guess that development has stopped.
  
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Smirftsch
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Re: OMP 0.3?
Reply #6 - Jun 22nd, 2006 at 5:34pm
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nope, has been included in 227.
  

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TheEmperorStalwartUK
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Re: OMP 0.3?
Reply #7 - Jun 23rd, 2006 at 12:15pm
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Damn.
  
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Dr.Flay™
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Re: OMP 0.3?
Reply #8 - Dec 9th, 2012 at 11:09pm
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Will the UT crew be getting the updated (227i) audio renderers ?
  
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Smirftsch
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Re: OMP 0.3?
Reply #9 - Dec 10th, 2012 at 6:42am
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I have to admit, I keep forgetting to work on that. Always only 227 in my head. Please send me a reminder on that if nothing happens shortly...
  

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Dr.Flay™
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Re: OMP 0.3?
Reply #10 - Dec 10th, 2012 at 10:28pm
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Wilko Wink

I may well end-up holding things up though, as I have been having serious issues with the new audio renderers, and am collecting logs and screenshots of each config change.

Currently I can not get Music and FX and surround-sound.
Only Music and FX, or FX and surround.
I've tried Hard and Software modes, with FMod and OpenAL.
I can get it to behave better if I force it to Wav-out instead of DSound, but then I get crackles on some sounds.

Anyway, that's for another thread  Wink
  
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sn260591
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Re: OMP 0.3?
Reply #11 - Dec 18th, 2012 at 11:17am
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OpenAL will use FMOD Ex to play music? Or FMOD 3.75, as before?
And will new OMP added to the whitelist ACE?
  

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Smirftsch
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Re: OMP 0.3?
Reply #12 - Dec 19th, 2012 at 6:54am
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OpenAL still uses old FMod, I don't think that I want to touch music output at this point again. If I'd use another music lib, then it would be probably something free, maybe even MikMod. Back then MikMod was pretty dead so I had no real choice but to use FMod, but fortunately it's alive again.

SWFMod uses FModEX, maybe can port this too then.

Will have to ask probably Anth for ACE whitelisting.
  

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Dr.Flay™
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Re: OMP 0.3?
Reply #13 - Jan 23rd, 2013 at 10:55pm
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Is the "BASS" library from "un4seen developments" not a viable option ?
It has a wide range of tracker and audio formats built in (including UMX), and is extendible.
It also supports OpenAL and low-latency ASIO output.

http://www.un4seen.com
  
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Smirftsch
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Re: OMP 0.3?
Reply #14 - Jan 24th, 2013 at 7:21am
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maybe, but that's not even the question.
Over the years we had to find out a lot of things, added functions and all was tested and tested. I have to admit that the more tricky part is the sound output, not the music, still any new implementation requires not only the work to build it in, it also requires some people willing to test it for some time. New bugs always have to be expected.
Unfortunately testing can be also a lot of work and not many testers are left.
Aside this "general" problem with new stuff is bass also not free, so what would be the benefit of using it? Only a very very few tracks seem to be played slightly different with FMod compared to Galaxy, and it's so minor that most people don't even notice it. So I see a lot of work and little gain- and that although I use XMPlay for years now and I'm very satisfied with it.

I don't know, in theory anyone could try to do some different implementation, OpenAL is not part of the closed source, since I wrote it myself and that long before I even got the NDA.

Personally I'd only give it another try with libmikmod it's free and still new features are added, can be used basically in any platform as well.
  

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