logo
Main

Forums

Downloads

Unreal-Netiquette

Donate for Oldunreal:
Donate

borderline

Links to our wiki:
Wiki

Walkthrough

Links

Tutorials

Unreal Reference

Usermaps

borderline

Contact us:
Submit News
Page Index Toggle Pages: [1] 2 3 4 Send TopicPrint
Very Hot Topic (More than 25 Replies) ALAudio for Unreal 227i - development and links (Read 8902 times)
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
ALAudio for Unreal 227i - development and links
May 9th, 2014 at 5:51am
Print Post  
www.oldunreal.com/betatest/OpenAL_v2.4.7_227i.7z

Version 2.4.7 for Unreal 227i, Windows version.
Changes:
New distance model, based on AL_LINEAR_DISTANCE_CLAMPED, sanity check for number of sources (max EffectChannels) in case hardware based dll from Creative Labs is used, fix for possible compression effect if to many soundsources are playing at once with very high gain.
Added configuration parameters for:
  • ViewportVolumeIntensity
  • ReverbIntensity
due to the fact that these things may differ a lot depending on speaker setup (such as stereo and 5.1 for example)

New libxmp.dll (4.3.13 with yet again many fixes for IT, see more at http://xmp.sourceforge.net )  and OpenAL32.dll (1.17.2 http://kcat.strangesoft.net/openal.html )
Occluded sources are now not only quiet, but also filtered for a more realistic, "muffled" effect.
Astat audio and astat detail also includes now information about the music being played.

Version 2.2 for Unreal 227i, Windows version.
Auto matching of libxmp samplerate, updated some check in libxmp 4.3.9 to re-enable support for some obscure tracker file, updated to OpenALSoft 1.17 with HRTF (new ini settings Autodetect/Enable/Disable). Autodetection may only work with USB headsets.

Version 2.1 for Unreal 227i, Windows version.
Added some new check for thread safety

Version 2.0 for Unreal 227i, Windows version.
Changes: Fix for UT savegames may be crippled and crash the game on load (not originated in ALAudio, but needed a workaround).

Version 1.9 for Unreal 227i, Windows version.
Changes:
Fix for bSoundAttenuate false not working.

Version 1.8 for Unreal 227i, Windows version (now built with VC2013).
Changes:
Crashfix for 1 CPU affinity (forced by GOG version or manually).

Version 1.7 for Unreal 227i, Windows version.
Changes:
Fix to reduce CPU load to increase stability especially when running on one CPU core only. Crashfix for a "never should happen" situation.
This version also contains a new option "UseSpeechVolume". With this option set to true SpeechVolume affects all "SLOT_Talk" sounds, but 227i doesn't have an UMenu option for that.
Update of libxmp to 4.3.9

Version 1.6 for Unreal 227i, Windows version.

Changes:
Switched in OpenAL from FMod Music output to libxmp.
This player is not only free and open source (GNU LESSER GENERAL PUBLIC LICENSE), but better portable and is yet actively maintained unlike most other players. It also plays some tracker files "more correctly" than old FMod3. OGG playing is now done directly via ogg vorbis (BSD-License).

Added CrossFading ability in OpenAL when using MTRAN_Segue
Added ability to play sounds in OGG format (you need to rename the .ogg files to .wav to allow the import)

Changed from Creative Labs OpenAL to OpenALSoft (LGPL-licensed) to eliminate problems with non Creative cards in Windows 7 and Windows8

new in 1.6:
Yet another couple of minor fixes, improvements, code cleanups.

Added usage of AL_METERS_PER_UNIT function to make effect calculations more fitting to "real world" environments (based on UU/Meter).

Updated libxmp to 4.3.8

Added support for FLAC (BSD-License) and mpg123 (LGPL 2.1) for sounds.

Removed ALAudio.u and replaced it with EFX.u
EFX.u is a pure UnrealScript package which does not depend on ALAudio, nor is ALAudio required for it to use. As EFX.u has the download flag set, a client can just download it for network play like any other package and if ALAudio is not used the ZoneInfo's sounds settings just simply have no effect. This change allows the mappers to make use of a huge number of environment presets (114) without taking the risk that people not using ALAudio can't play a map.

Notes for mappers:
* EFX.u packages offers a set of ready to use ZoneInfos to customize ZoneAudio settings.
* If you just custom defined ZoneAudio settings instead of using ReverbPresets consider
   consulting OpenALs EffectsExtensionGuide.pdf especially in respect to default values and clamping.

Notes for mod developers:
* See EFXZoneInfo UnrealScript code for further explainations.


Don't forget to update your ini (although will now set up defaults if not existing):
Don't forget to update your ini (although will now set up defaults if not existing):
[ALAudio.ALAudioSubsystem]
ALDevice=DefaultDevice
OutputRate=44100Hz
SampleRate=44100Hz
SoundVolume=192
SpeechVolume=192
MusicVolume=200
EffectsChannels=64
AmbientFactor=0.700000
DopplerFactor=0.010000
UseOriginalUnreal=True
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=100
MusicAmplify=1
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.0
ProbeDevicesOnly=False
UseHRTF=Autodetect
UseSpeechVolume=False
ViewportVolumeIntensity=0.5
ReverbIntensity=0.5

Report bugs or possible issues here.

Note that the usage of this version online can cause anticheat protected servers to kick you.
« Last Edit: May 6th, 2016 at 11:02am by Smirftsch »  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #1 - Dec 20th, 2014 at 9:53am
Print Post  
www.oldunreal.com/betatest/OpenAL_v1.2_227i.7z

Changelog:
* fixed crackling (overmodulation) when playing some music and sounds
* some clean ups
« Last Edit: Dec 20th, 2014 at 2:54pm by Smirftsch »  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
sn260591
Full Member
***
Offline



Posts: 108
Location: Russia
Joined: Aug 17th, 2011
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #2 - Dec 20th, 2014 at 12:17pm
Print Post  
Music and sound became much quieter, but clicks remained Sad
  

Sorry for my bad English
Back to top
 
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #3 - Dec 20th, 2014 at 2:22pm
Print Post  
mmh...for me they are entirely gone after this change. Guess this means I need to dig yet a bit deeper. Question, does it click for you in 227i's original version as well?
  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
sn260591
Full Member
***
Offline



Posts: 108
Location: Russia
Joined: Aug 17th, 2011
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #4 - Dec 20th, 2014 at 3:48pm
Print Post  
Smirftsch wrote on Dec 20th, 2014 at 2:22pm:
Question, does it click for you in 227i's original version as well?

With this version problem aren't present.
  

Sorry for my bad English
Back to top
 
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #5 - Dec 27th, 2014 at 10:50am
Print Post  
http://www.oldunreal.com/betatest/OpenAL_v1.3_227i.7z

added some new options: 

MusicPanSeparation=50
MusicAmplify=0
MusicStereoMix=70
MusicDsp=DSP_ALL
MusicInterpolation=SPLINE

PanSeparation is different function now, in order to improve panning.

MusicPanSeparation = default panning,must be set BEFORE a track is loaded for the setting to take effect. (50 is default, 0 to 100)
MusicAmplify = Amplification factor: 0=Normal, 1=x2, 2=x4, 3=x8
MusicStereoMix = Stereo Mixing, from 0 to 100 (70 is default)
MusicDsp = Filter effect,  Lowpass filter effect or all effects (All is default)
MusicInterpolation = NEAREST(Nearest neighbor), Linear (default) ,SPLINE (Cubic spline)

MusicInterpolation set to SPLINE fixes the crackling in some tracks such as Seeker.umx
  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #6 - Dec 29th, 2014 at 6:50pm
Print Post  
fixed some stupid mistake causing a crash when playing ogg's and switched from old ALUT to ALURE (X11/MIT licensed).
www.oldunreal.com/betatest/OpenAL_v1.4_227i.7z
  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
Hyper
Board Moderator
Betatester
*****
Offline


It's Unreal.

Posts: 2880
Joined: Oct 11th, 2002
Re: OpenAL for Unreal - development and links
Reply #7 - Dec 29th, 2014 at 10:55pm
Print Post  
The setting OldReverbIntensity seems to do nothing. What is the range it is supposed to accept and the expected result?

Code
Select All
[ALAudio.ALAudioSubsystem]
ALDevices=DefaultDevice
DopplerFactor=0.010000
UseOriginalUnreal=True
SoundVolume=128
UseReverb=True
EmulateOldReverb=True
OldReverbIntensity=1.000000
AmbientFactor=1.000000
Channels=64
OutputRate=48000Hz
UseDigitalMusic=True
bSoundAttenuate=True
MusicVolume=255
MusicPanSeparation=50
MusicAmplify=0
MusicStereoMix=70
MusicDsp=DSP_ALL
MusicInterpolation=SPLINE
ProbeDevicesOnly=False
 

  

"Darkness cannot drive out darkness; only light can do that.
Hate cannot drive out hate; only love can do that."

- Martin Luther King, Jr.

http://www.hypercoop.tk
unreal://hypercoop.tk
Back to top
WWW  
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: OpenAL for Unreal - development and links
Reply #8 - Dec 30th, 2014 at 9:43am
Print Post  
it's
AL_REVERB_GAIN
Value type  FLOAT
Value range  0.0 to 1.0
Default value  0.32

so 1.0 is max, but it also depends on the MasterGain Value of the corresponding Zone.

Edit:
The formula is OldReverbIntensity * (MasterGain/255), but maybe the resulting reverb is to weak in case if MasterGain is a low value, all this mustn't be necessarily linear. Maybe 1 as max is just not enough to catch the not so intense reverb situations. But more than 1 is again crippling the ability to really use the full range of intensity from 0 to 255 as used in MasterGain.
I don't know if this all makes sense to you, but if so and if you wish, I can change the clamping range of 0 to 1 and increase it to something higher.


« Last Edit: Dec 31st, 2014 at 9:17am by Smirftsch »  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: ALAudio for Unreal 227i - development and links
Reply #9 - Jun 13th, 2015 at 2:48pm
Print Post  
  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
lowenz
Full Member
***
Offline


Unreal Veteran

Posts: 160
Location: Berghem Haven
Joined: Dec 28th, 2007
Gender: Male
Re: ALAudio for Unreal 227i - development and links
Reply #10 - Aug 2nd, 2015 at 10:17am
Print Post  
Some questions!

Why there are these FMOD (?!?!?) entries in the ini? Some leftover in the default config?

FMODDevices=DefaultDevice
FMODOutputs=DSOUND
FMODBufferSize=-1
FMODChannels=32
FMODHardwareChannels=64
FMODUseHardwareChannels=False


And why there are 2 "ALDevice(s)" entries?

ALDevices=DefaultDevice
ALDevice=SpeakersCreativeSBAudigy2ZSWDM
(this is my Audigy 2 ZS)
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
Back to top
 
IP Logged
 
lowenz
Full Member
***
Offline


Unreal Veteran

Posts: 160
Location: Berghem Haven
Joined: Dec 28th, 2007
Gender: Male
Re: ALAudio for Unreal 227i - development and links
Reply #11 - Aug 2nd, 2015 at 10:27am
Print Post  
And now a performance question!

Using the OpenAL.dll provided by you (is it the SoftOpenAL one, right?) I got 310 FPS in CastleFlyby timedemo.


Using the system OpenAL (Creative's one) I got....430 FPS Cheesy


Tell me there are some incredibile magic audio processing in those 120 FPS loss :p
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
Back to top
 
IP Logged
 
lowenz
Full Member
***
Offline


Unreal Veteran

Posts: 160
Location: Berghem Haven
Joined: Dec 28th, 2007
Gender: Male
Re: ALAudio for Unreal 227i - development and links
Reply #12 - Aug 2nd, 2015 at 11:20am
Print Post  
Using Creative OpenAL forcing a Generic Device:
335 FPS, so 20 FPS loss for SoftOpenAL comparing to Creative's Generic

  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
Back to top
 
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7578
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: ALAudio for Unreal 227i - development and links
Reply #13 - Aug 2nd, 2015 at 4:40pm
Print Post  
oook Tongue

As for the ini entries- you are supposed to replace the one you have in your ini with the defaults in the inichanges.txt file Smiley

For the fps differences- on my system I didn't see any significant differences when benchmarking, although it's been a while since I tested the creative labs dll now.
It might be related to the hardware acceleration in the creative dll, but I can't get any reliable FPS results with such FPS rates anymore if I set SwapInterval  to 0 (for "unlimited" FPS). In this case already minor ini changes can have a huge impact on FPS then- nothing I'd rely on.

So I usually cap the max FPS but using a more complex benchmark map to keep it below the FrameRateLimit.
This may fudge the overall result to some degree here, but on the other side its closer to "real life" behavior I think.

Nevertheless I am creating a new version soon which I'd ask you to test then, it includes some fix to lower CPU usage quite significant, maybe this makes already a difference here. Also I am going to check again the optimization settings for the OpenAL.dll.
  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
lowenz
Full Member
***
Offline


Unreal Veteran

Posts: 160
Location: Berghem Haven
Joined: Dec 28th, 2007
Gender: Male
Re: ALAudio for Unreal 227i - development and links
Reply #14 - Aug 2nd, 2015 at 5:36pm
Print Post  
Smirftsch wrote on Aug 2nd, 2015 at 4:40pm:
oook Tongue

As for the ini entries- you are supposed to replace the one you have in your ini with the defaults in the inichanges.txt file Smiley

Yes but why there are FMOD-related entries? :|
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
Back to top
 
IP Logged
 
Page Index Toggle Pages: [1] 2 3 4
Send TopicPrint
Bookmarks: del.icio.us Digg Facebook Google Google+ Linked in reddit StumbleUpon Twitter Yahoo