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Very Hot Topic (More than 25 Replies) ALAudio for Unreal 227i - development and links (Read 8105 times)
Kain
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Re: ALAudio for Unreal 227i - development and links
Reply #45 - Nov 17th, 2017 at 11:26am
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Wow, so many answers (too bad that i already beat the Unreal Gold  Undecided), i hope eventually you will fix all problems and nitpicks in sound driver, great work, guys!
PS - next game that i will try with your great ALAaudio driver is Rune Classic, hope there will be no problems with sfx volume =)
  
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Smirftsch
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Re: ALAudio for Unreal 227i - development and links
Reply #46 - Nov 24th, 2017 at 6:14am
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Feedback is always welcome Smiley


As for:
Masterkent wrote on Nov 9th, 2017 at 11:37am:
The disbalance between different sounds is caused by changing the volume settings from the default values. When I set sound volume to a low value, PlaySound does not cap high volume values (above 1) by 1 (while normally values above 1 should be capped so), hence some sounds are played at abnormally high volume.


The clamp is and was definitely in place- with AL_MAX_GAIN having set. This should prevent anything higher as 1.0.
Still trying to figure out whats going wrong. I now added a manual clamp before, but I am not satisfied with that. Is there a specific set up in which this behavior is noticed at best? I do not want to rule out yet that it is just me not recognizing this problem just due to being used to it.
  

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Masterkent
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Re: ALAudio for Unreal 227i - development and links
Reply #47 - Nov 25th, 2017 at 9:48pm
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Smirftsch wrote on Nov 16th, 2017 at 12:13pm:
Quote:
We can invent some new means to amplify the sound played by a single call to PlaySound, but it won't work on older clients for obvious reasons.

I don't see a problem here as long it doesn't crash older clients and just doesn't work there

If a modder wants to support older versions or UT, he should use something like the trick with multiple calls to PlaySound. The question is how to make that old trick compatible with the new concept of distinguishing speech and non-speech. See my technical report here:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1511646400
  
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Masterkent
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Re: ALAudio for Unreal 227i - development and links
Reply #48 - Nov 25th, 2017 at 9:49pm
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Smirftsch wrote on Nov 24th, 2017 at 6:14am:
Is there a specific set up in which this behavior is noticed at best?

Config:
Code
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[ALAudio.ALAudioSubsystem]
ALDevice=OpenALSoftonRealtekHighDefinitionAudio
OutputRate=48000Hz
SampleRate=48000Hz
SoundVolume=32
SpeechVolume=192
MusicVolume=0
EffectsChannels=64
AmbientFactor=0.700000
DopplerFactor=0.010000
bSoundAttenuate=False
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=70
MusicAmplify=2
EmulateOldReverb=True
OldReverbIntensity=1.000000
ViewportVolumeIntensity=1.000000
ReverbIntensity=1.000000
UseAutoSampleRate=False
UseSpeechVolume=True
UseOriginalUnreal=True
UseDigitalMusic=True
UseReverb=True
UseHRTF=Disable
ProbeDevicesOnly=False 


Test Class:
Code
Select All
class SoundVolumeTest expands Actor;

var int n;

event BeginPlay()
{
	ConsoleCommand("set ini:Engine.Engine.AudioDevice SoundVolume 32");
	if (Instigator != none)
		Instigator.ClientMessage("AudioDevice SoundVolume:" @ ConsoleCommand("get ini:Engine.Engine.AudioDevice SoundVolume") @ "/ 255");
	SetTimer(1, true);
}

event Timer()
{
	local float SoundVolume;

	if (Instigator == none)
	{
		return;
		Destroy();
	}

	SoundVolume = CalcSoundVolume(n++);
	Instigator.ClientMessage("PlaySound Volume:" @ SoundVolume);
	Instigator.PlaySound(Sound'UnrealShare.Flak.Explode1', SLOT_None, SoundVolume);
}

function float CalcSoundVolume(int i)
{
	i = i % 14;
	if (i <= 5)
		return 2 ** (i - 1);
	return 14 - i;
} 


Usage:
Code
Select All
Summon SoundVolumeTest.SoundVolumeTest 


(assuming that the package and the class have the same name)

How it works on my machine:
https://www.youtube.com/watch?v=-Zp4c3UN1E4
  
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Smirftsch
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Re: ALAudio for Unreal 227i - development and links
Reply #49 - Nov 26th, 2017 at 8:50am
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Excellent simple way to test it. Brilliant! Smiley

However, my new clamp as mentioned above does indeed catch it already, but I am still wondering why it is necessary to do this additionally. Thanks for working this out.

As for the speech/talk/voice - I need to read me through all things you've written there yet, answer coming soon.
  

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Masterkent
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Re: ALAudio for Unreal 227i - development and links
Reply #50 - Nov 26th, 2017 at 9:30am
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Smirftsch wrote on Nov 26th, 2017 at 8:50am:
but I am still wondering why it is necessary to do this additionally.

I did a few more tests. Based on the corresponding audiograms, I can tell that currently the limit is equal to 255.0/SoundVolume which becomes 1.0 only when SoundVolume is equal to 255.
  
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Re: ALAudio for Unreal 227i - development and links
Reply #51 - Nov 26th, 2017 at 9:46am
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Edited:
Yay for epic logical fail. Found my problem.
  

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