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Very Hot Topic (More than 25 Replies) ALAudio for UnrealTournament - development and links (Read 36945 times)
Smirftsch
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Re: OpenAL for UnrealTournament - development and links
Reply #15 - Dec 19th, 2014 at 7:38pm
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its a bit strange, at first I assumed it to be a music only issue maybe, but it clearly overmodulates. Reducing the volume doesn't seem to have any impact though.
  

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Smirftsch
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Re: OpenAL for UnrealTournament - development and links
Reply #16 - Dec 23rd, 2014 at 2:02pm
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I am already about to assume this is 2 different problems, and for the sound its indeed just some overmodulation, while for the music its probably what スマイル・ドラゴン assumes. I converted seeker.umx to seeker.ogg and the crackling was gone in ALAudio. Its really contradicting.
So question is, do you know more than this one sound in which it happens?
  

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スマイル・ドラゴン
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Re: OpenAL for UnrealTournament - development and links
Reply #17 - Dec 23rd, 2014 at 5:04pm
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I gave a listen to these files, that crackling with the nuke sounds like ALAudio panning rather harshly and wildly between the two stereo channels when the nuke goes off.

It sounds like if you were to be spinning your head around like a top or if your viewshake was set to some astronomical level...
  

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Re: OpenAL for UnrealTournament - development and links
Reply #18 - Dec 23rd, 2014 at 7:43pm
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Today I tested OpenAL_v1.1_UT.7z  And there strange clicks/distorted sounds

I set DopplerFactor to 0 and its everything all right. dont know if this is related but.. maybe it helps
  
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Smirftsch
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Re: OpenAL for UnrealTournament - development and links
Reply #19 - Dec 24th, 2014 at 7:00am
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thanks Radi,
at least for this specific problem mention above which is very noticeable in seeker.umx it doesn't seem to have any impact. Other than that I have no trouble with clicks but this might be very well OS or soundcard dependent.
  

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Re: OpenAL for UnrealTournament - development and links
Reply #20 - Dec 27th, 2014 at 12:07pm
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http://www.oldunreal.com/betatest/OpenAL_v1.3_UT.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
  

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Re: OpenAL for UnrealTournament - development and links
Reply #21 - Dec 27th, 2014 at 6:21pm
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Perfectly, the crackling disappeared in a sound and music Smiley
  

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Re: OpenAL for UnrealTournament - development and links
Reply #22 - Dec 27th, 2014 at 7:23pm
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thanks for working this out with me.
  

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Re: OpenAL for UnrealTournament - development and links
Reply #23 - Dec 29th, 2014 at 7:17pm
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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_UT.7z
  

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Re: OpenAL for UnrealTournament - development and links
Reply #24 - Jan 3rd, 2015 at 5:20pm
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after all the crackling appeared to be a problem in the linear interpolation code of libxmp and has been fixed already by the xmp developer. I filed a bugreport and it was resolved very quickly.
I think I can make a new version with it soon Smiley
  

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Re: OpenAL for UnrealTournament - development and links
Reply #25 - Jan 4th, 2015 at 3:44pm
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thx for this. the sound positioning is helping a lot against the godlike bots. However, I always get kicked out of servers for using this openal version Sad

it says alaudio.dll is the cause.
  
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Re: OpenAL for UnrealTournament - development and links
Reply #26 - Jan 4th, 2015 at 5:02pm
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no suprise, after all its a modification of your original UT installation and is unknown to the anticheat system in use- it can't distinguish ALAudio from a possible bot or other hack.
All you could do is to ask the serveradmin(s) to whitelist this package, but it needs to be updated then with any update I am doing here.
  

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Re: OpenAL for UnrealTournament - development and links
Reply #27 - Jan 4th, 2015 at 5:25pm
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Smirftsch wrote on Jan 4th, 2015 at 5:02pm:
no suprise, after all its a modification of your original UT installation and is unknown to the anticheat system in use- it can't distinguish ALAudio from a possible bot or other hack.
All you could do is to ask the serveradmin(s) to whitelist this package, but it needs to be updated then with any update I am doing here.



Yep understandable. However, most ut99 guides online acknowledge your OpenAL renderer, and yet none of the active communities allow it online.

Hopefully it catches on and the anticheat systems in use on all the servers whitelist it soon.
« Last Edit: Jan 5th, 2015 at 1:15am by monkeybrain »  
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Re: OpenAL for UnrealTournament - development and links
Reply #28 - Jan 10th, 2015 at 4:56pm
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Quoting myself in a sunken thread from UT99.org:


Quote:
Ok that isn't the best non-code dependant system there.
The fact that said ZoneInfo actor is coded directly onto the audio plugin is a complete aberration, I strongly urge mappers to NOT use this at all.

If the coder wants this to have a broader usage, he should implement a code independant system where embedded 'EAX_Actor' types are found in each zone/point-radius and read the UProperty fields for a 'EAX_Ambient' property, then cached into an internal Dynamic Array in the plugin so that no references are held.


You might as well include a ConsoleCommand for triggering zone caching again (FExec hook is available on the audio renderer right?).

You get that sorted (super easy to do) and ALAudio ready maps will start coming up in both UT and Unreal.
  
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Re: OpenAL for UnrealTournament - development and links
Reply #29 - Jan 11th, 2015 at 10:42am
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Uhuuu... what can I say?
This "aberration" was and still is the first stage of all this development for UT and is like that now almost 10 years, one of the first ALAudio versions are in the OMP which seems to be in use in the UT community more or less.
All the feedback I got over this time you can see is in this topic, hell I even got more feedback already from the DeusEx people and this version is only a few weeks out. I know Oldunreal is more known for Unreal instead for UT and all gigabytes of downloads and developments I also have for UT never changed that.

I am keeping ALAudio in sync with the continuing development I do, in hope to provide something useful for the UT community and sorry to say that, if I read things like:
Quote:
I strongly urge mappers to NOT use this at all.

and that in places in which I am not involved and which I can't overview, while it would have been really easy to ask/report/question/suggest anything about it here, and that for almost 10 years already - this honestly pisses me off. It really makes me question myself what for I am doing it at all.
I know things are often said without much thought, still its really disappointing.

Also I plain don't have the time to visit other forums on a very regular basis, this also counts for UT99, so forgive me that I didn't know about this feedback from there which you have been quoting from yourself.

Alright, don't get me wrong here, I don't want to start any drama here, it isn't about you in person Smiley
I don't want to blame you or anyone else, I don't and I didn't want to insult you or anyone else- I just had the feeling that it should be said for once.


Now- I have to admit that I am not sure what you are suggesting here. I see the disadvantages you are speaking about, but I am not sure about your solution for it. Can you elaborate?
  

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