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ALAudio for DeusEx - development and links (Read 2694 times)
Smirftsch
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ALAudio for DeusEx - development and links
05/09/14 at 06:51:55
 
www.oldunreal.com/betatest/OpenAL_v0.02_DeusEx.7z

Version 0.02 from latest 227j development for DeusEx, 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 to eliminate problems with non Creative cards in Windows 7 and Windows8


Don't forget to update your ini:
[ALAudio.ALAudioSubsystem]
ALDevices=OpenALSoft
DopplerFactor=0.010000
UseOriginalUnreal=True
SoundVolume=200
UseReverb=True
EmulateOldReverb=True
OldReverbIntensity=1.000000
AmbientFactor=0.700000
MusicVolume=130
MusicPanSeparation=70
Channels=64
OutputRate=44100Hz
UseDigitalMusic=True
bSoundAttenuate=False
ProbeDevicesOnly=False

Known issues:
Code (C++):
void StopSoundId( INT Id );
void SetInstantSoundVolume( BYTE newSoundVolume );	// DEUS_EX CNN - instantly sets the sound volume
void SetInstantSpeechVolume( BYTE newSpeechVolume );	// DEUS_EX CNN - instantly sets the speech volume
void SetInstantMusicVolume( BYTE newMusicVolume );	// DEUS_EX CNN - instantly sets the music volume
 


missing still, so no support for speech yet.

Early development stage, needs feedback on performance and behavior as well as possible bugs.
Report bugs or possible issues here.
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« Last Edit: 01/12/15 at 08:41:21 by Smirftsch »  

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bjorn98009_91
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Re: OpenAL for DeusEx - development and links
Reply #1 - 05/11/14 at 10:56:31
 
In case it helps, Deus Ex stores speech as MP3, 44100hz/48kbps/16-bit mono.
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Smirftsch
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Re: OpenAL for DeusEx - development and links
Reply #2 - 05/11/14 at 16:42:02
 
thanks, found this out already. Problem currently is, that I didn't implement MP3 into OpenAL so far because other UE1 games don't need it and MP3 is not patent free. Looking for a suitable solution yet.

See here for details:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1120621121
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Re: OpenAL for DeusEx - development and links
Reply #3 - 05/29/14 at 06:12:31
 
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han
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Re: OpenAL for DeusEx - development and links
Reply #4 - 12/17/14 at 07:14:03
 
Always crashes for me with UseDigitalMusic=True.

Quote:
Log: Bound to ALAudio.dll
Log: OpenAL: ALDEVICES found 1:OpenALSoft
Log: Loading: Package ALAudio
Log: OpenAL: ALDevice 1, OutputRate Enum 5
DevAudio: OpenAL: rate 44100
Init: OpenAL: Selected ALDevice is: 1
DevAudio: OpenAL: Trying to use ALDevice: OpenAL Soft
Log: OpenAL: We are using OpenAL device: OpenAL Soft
Log: OpenAL: EFX Extensions found
Log: OpenAL: Check for EFX Version - OK

Init: OpenAL: EFX initialized.
Init: OpenAL: Audio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 1.641920 seconds
DevMusic: OpenAL: Transiting to Title_Music with MTRAN 3
DevMusic: RegisterMusic Title_Music
Critical: UALAudioSubsystem::Update
Critical: UGameEngine:Cheesyraw
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Smirftsch
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Re: OpenAL for DeusEx - development and links
Reply #5 - 12/17/14 at 17:50:43
 
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Re: OpenAL for DeusEx - development and links
Reply #6 - 12/29/14 at 18:14:46
 
http://www.oldunreal.com/betatest/OpenAL_v0.04_DeusEx.7z

added mp3 support by using mpg123 (LGPL 2.1) and ALURE (X11/MIT licensed), fixed some issues with crackling in IT tracks, some improvements, details are in the OpenAL for UT and OpenAL for Unreal topic.
Still missing the special DeusEx functions, probably coming soon. Happy testing.
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« Last Edit: 12/29/14 at 18:51:05 by Smirftsch »  

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Smirftsch
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Re: OpenAL for DeusEx - development and links
Reply #7 - 01/05/15 at 10:06:56
 
http://www.oldunreal.com/betatest/OpenAL_v0.05_DeusEx.7z

added the missing interface for

StopSoundId( INT Id );
void SetInstantSoundVolume( BYTE newSoundVolume );
void SetInstantSpeechVolume( BYTE newSpeechVolume );
void SetInstantMusicVolume( BYTE newMusicVolume );

so these functions should be working now, including the menu sliders.
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Re: ALAudio for DeusEx - development and links
Reply #8 - 01/23/15 at 00:01:49
 
Hi, I downloaded from that link above, copied files to System folder, added [ALAudio.ALAudioSubsystem] section (from txt file) and changed AudioDevice in [Engine.Engine] too.


When I run a game then game crash with:

CRITICAL ERROR
Failed to find object 'Class ALAudio.ALAudioSubsystem'
(in short)

Deus Ex game log:
http://pastebin.com/Keve00J0

Im missing something ? hardware, software?
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han
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Re: ALAudio for DeusEx - development and links
Reply #9 - 01/23/15 at 06:03:18
 
Can you post a screenshot of the crashing dialogue?
A nopasted output of CPU-Z would be helpful too.
But more important, which DeusEx version do you use? Steam, non Steam, latest patch applied, 3rd party stuff?
You could also try using microsofts DEPENDS.EXE and check if ALAudio.dll requires dll files which are not present on your system.
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« Last Edit: 01/23/15 at 06:07:29 by han »  
 
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Smirftsch
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Re: ALAudio for DeusEx - development and links
Reply #10 - 01/23/15 at 07:31:25
 
this message indicates that it doesn't find any of its dependencies, such as alure, openal32 (both included) or the visual studio 2010 runtime (http://www.microsoft.com/en-us/download/details.aspx?id=14632) .
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« Last Edit: 01/23/15 at 07:32:48 by Smirftsch »  

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Radi
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Re: ALAudio for DeusEx - development and links
Reply #11 - 01/23/15 at 19:18:45
 
Hi han & Smirftsch Smiley   I have VB c++ 2010 installed (installed again now, just for sure).

I discussed this with Smirftsch not long ago and this is probably the same problem (or similiar) as I have with 227j. Sad
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han
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Re: ALAudio for DeusEx - development and links
Reply #12 - 02/01/15 at 23:22:31
 
I need some resonable EFX default values for the WaterZone in EFX.EFXWaterZone.
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Re: ALAudio for DeusEx - development and links
Reply #13 - 02/14/15 at 21:54:00
 
Radi wrote on 01/23/15 at 00:01:49:
CRITICAL ERROR
Failed to find object 'Class ALAudio.ALAudioSubsystem'


I am getting the exact same error. The first beta just worked, the second crashed, the third and up to the fifth now give this error. GOG version or the game, Intel i7, Win7x64, X-Fi Titanium. BTW, what is VC2010 runtime for when the dll seems to depend on the one from 2005 (msvcr80.dll)?
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han
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Re: ALAudio for DeusEx - development and links
Reply #14 - 02/14/15 at 23:29:37
 
Shade wrote on 02/14/15 at 21:54:00:
BTW, what is VC2010 runtime for when the dll seems to depend on the one from 2005 (msvcr80.dll)?

Because the different DLLs included in the package seem to have different Visual Studio Runtime depencies.
ALAudio.dll/OpenAL32.dll: MSVC80
libmpg123.dll: MSVC90
ALURE32.dll: MSVC100
So try to install all three runtimes and see if it works afterwards.
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Re: ALAudio for DeusEx - development and links
Reply #15 - 02/15/15 at 03:33:55
 
Oh, I see. Thanks, I didn't expect that. Coincidentally, I actually have all those runtimes (2005, 2008, and 2010) installed in both 64- and 32-bit versions. Other applications that use them seem to work, so I'm fairly certain that they are not broken. Is there anything else could I try?

EDIT: For the millionth time I uninstalled and reinstalled the runtimes for VC2005 and it just started working out of the blue. I hate when this happens, giving me no means to replicate the fix if I ever need it again.

Now I have more of a question than a problem. Hardware 3D Support option can't be turned on and the number of channels can't be increased from 4. This is with the system OpenAL, not with the software emulation that comes with the patch (I simply renamed OpenAL32.dll). Is this how it's supposed to work for now? Here's the relevant part of the log:

Quote:
Log: Bound to ALAudio.dll
Log: OpenAL: ALDEVICES found 1:SBXFiAudio0001
Log: OpenAL: ALDEVICES found 2:GenericSoftware
Log: Loading: Package ALAudio
Log: OpenAL: ALDevice 0, OutputRate Enum 5
DevAudio: OpenAL: rate 44100
Init: OpenAL: Selected ALDevice is: 0
Warning: OpenAL: Failed, trying (again) default device
Log: OpenAL: We are using OpenAL device: SB X-Fi Audio [0001]
Log: OpenAL: ALURE successfully initialized using SB X-Fi Audio [0001].
Log: OpenAL: EFX Extensions found
Log: OpenAL: Check for EFX Version - OK

Init: OpenAL: EFX initialized.
Init: OpenAL: Version OpenAL version 1.1 found
Init: OpenAL: Audio subsystem initialized.


And here's the config from DeusEx.ini:

Quote:
[ALAudio.ALAudioSubsystem]
UseReverb=True
EmulateOldReverb=True
ProbeDevicesOnly=False
UseDigitalMusic=True
bSoundAttenuate=True
UseOriginalUnreal=True
DopplerFactor=0.010000
OldReverbIntensity=1.000000
AmbientFactor=0.700000
MusicAmplify=0
MusicStereoMix=70
MusicPanSeparation=50
Channels=64
MusicVolume=127
SpeechVolume=255
SoundVolume=204
OutputRate=44100Hz
MusicDsp=DSP_LOWPASS
MusicInterpolation=SPLINE
ALDevices=DefaultDevice


Another question is why does it try to use device #0 and fails, then falls back on #1, when it clearly identifies that there's only #1 and #2 present?

Also, as you can see, I have bSoundAttenuate set to true... why would anyone want it set otherwise?

EDIT 2: ...and, by the way, with the OpenAL driver, lips don't move (just look at the faces during intro).
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« Last Edit: 02/16/15 at 10:17:29 by Shade »  
 
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