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Hot Topic (More than 10 Replies) ALAudio for DeusEx - development and links (Read 3412 times)
Smirftsch
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ALAudio for DeusEx - development and links
May 9th, 2014 at 5:51am
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www.oldunreal.com/betatest/OpenAL_v1.6_DeusEx.7z

Version 1.6 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 (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):
[ALAudio.ALAudioSubsystem]
ALDevices=OpenALSoft
SoundVolume=192
SpeechVolume=192
MusicVolume=255
EffectsChannels=64
AmbientFactor=0.700000
DopplerFactor=0.010000
UseOriginalUnreal=True
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=70
MusicAmplify=0
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.000000
ProbeDevicesOnly=False
SampleRate=44100Hz
OutputRate=44100Hz

Note that the usage of this version online can cause anticheat protected servers to kick you.

Known issues:
No lipsync support yet.

Report bugs or possible issues here.
« Last Edit: Jun 13th, 2015 at 3:04pm by Smirftsch »  

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bjorn98009_91
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Re: OpenAL for DeusEx - development and links
Reply #1 - May 11th, 2014 at 9:56am
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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 - May 11th, 2014 at 3:42pm
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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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Dr.Flay™
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Re: OpenAL for DeusEx - development and links
Reply #3 - May 29th, 2014 at 5:12am
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han
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Re: OpenAL for DeusEx - development and links
Reply #4 - Dec 17th, 2014 at 7:14am
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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 - Dec 17th, 2014 at 5:50pm
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Smirftsch
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Re: OpenAL for DeusEx - development and links
Reply #6 - Dec 29th, 2014 at 6:14pm
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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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Smirftsch
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Re: OpenAL for DeusEx - development and links
Reply #7 - Jan 5th, 2015 at 10:06am
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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 - Jan 23rd, 2015 at 12:01am
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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 - Jan 23rd, 2015 at 6:03am
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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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Smirftsch
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Re: ALAudio for DeusEx - development and links
Reply #10 - Jan 23rd, 2015 at 7:31am
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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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Re: ALAudio for DeusEx - development and links
Reply #11 - Jan 23rd, 2015 at 7:18pm
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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 - Feb 1st, 2015 at 11:22pm
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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 - Feb 14th, 2015 at 9:54pm
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Radi wrote on Jan 23rd, 2015 at 12:01am:
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 - Feb 14th, 2015 at 11:29pm
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Shade wrote on Feb 14th, 2015 at 9:54pm:
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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