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ALAudio for UnrealTournament - development and links

This forum is for the new audio renderer for UEngine 1 based games, like Unreal, UnrealTournament, DeusEx and Rune. Missing a Game? Want to develop yourself? Let us know!
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sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

HRTF enabled?
No, it is off.
Unlike minigun, combo ain't a viewport sound, means, its not "the player itself" causing the effect, which is named "ViewportVolumeIntensity". Try adjusting ViewportVolumeIntensity. Perhaps need to adjust the defaults some more, but I noticed that while stereo speakers usually play this often to loud, a 5.1 setup f.e. seems to reduce volume a lot, so there is maybe no perfect default for this one.
Yes, I have a stereo. I set ViewportVolumeIntensity to 1, but it isn't enough. Values more than 1 don't give changes.
Last edited by sn260591 on Mon May 09, 2016 6:38 am, edited 1 time in total.
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Smirftsch
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Joined: Wed Apr 29, 1998 10:00 pm
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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

that's a bit confusing right now, since 1.0 means no attenuation at all and shouldn't differ in any way to what we had before...although maybe the problem is the combo, not the viewport volume. Some things, like the combo are having almost insane gain but I avoided to clamp it in any way, to be able to have the full range of all sounds used in Unreal/UT.
Additionally I had to limit the listener gain to avoid the compression effect, but this is the case for all sounds, so this shouldn't be the reason.
mmh....
is your speaker setup (in windows) set to stereo as well? Maybe I need to test with my laptop again to compare.
Sometimes you have to lose a fight to win the war.
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Morpheus2396
OldUnreal Member
Posts: 20
Joined: Sun Mar 13, 2016 12:35 pm

Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

UseOriginalUnreal became now obsolete with the new distance attenuation system, there is no replacement for it.
Is there any way to adjust the distance sound system to the own taste? Since v2.2 the "sound atmosphere" (sound intensity and/or density - the "feel" of the general skirmish / the "feel" of the general battle sounds) is significantly less "direct"/"loud"/"hardcore" like it was with the original ALAudio version (the One supplied with OMP UTPatch 0.2) or the standard Galaxy Audio Renderer.

And since the latest version (2.4.7) UT sometimes almost sounds like UT2003 - the "sound atmosphere" is much less dense (which is one of the reasons, why I never could get a "feel"/"adrenaline rush" from UT2003 - the sounds are too distant (or simply too quiet) and the frequency of the general battle sounds (= sound density) is lower than original UT), sounds are too distant (not "direct"/"nearby" enough) or simply to quiet.

But the latter (quiet sounds) is way less frustrating than the former (sound density). The sound density is one of THE hallmarks of the "UT Feeling", which I always favored to the "empty sound atmosphere" of UT2003. Don't get me wrong - I don't want to criticize your hard work! I'm just trying to make a point: the new sound distance model may sound more realistic and/or precise, but it doesn't sound better (at least for my taste). The original sound density of UT may sound unrealistic, but it has a major contribution to the "UT feeling". The best idea would be, to improve the realism of the sound distance model while still maintaining the original sound atmosphere/density of UT ;)


About the recent sound bugs and your logfile request:

I completely reinstalled my sound driver (total and clean uninstall, then clean reinstall, clean uninstall of OpenAL, then clean reinstall of OpenAL, clean uninstall of ALchemy, then clean reinstall of ALchemy) and after meticulous configuring and checking it, I gave UT another go. Well, in addition to the sound skipping bug, a new sound bug stepped in:

After first starting UT, I start the first Botmatch (DM with 7 bots in DM-Phobos). As usually, the first ~ 5-10 minutes everything is fine (no sound bugs), then the sound skipping bug occurs and a couple of minutes later, the ingame music (background music) suddenly and completely shuts off for the rest of the match. Then I chose another map (DM-Agony) for the second botmatch in the practise section and again, the sound skipping bug wasn't there the first ~ 5 minutes, but this time, the ingame music shut off after just ~ 30 seconds! I could reproduce this behaviour for DM-Codex in my second UT session (in my first session I switched from DM-Phobos to DM-Agony; later the day in my second UT session I switched to DM-Codex) - in contrast to the first botmatch (DM-Phobos, music shuts off after ~ 10 minutes), in the second botmatch (DM-Codex) ingame music shuts off almost immediately (~ 30 seconds)!

I hope this description is detailed enough for an error analysis...   


And here's the logfile You requested:

Code: Select all

Log: Log file open, 05/09/16 03:49:53
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line: 
Init: Base directory: D:\UnrealTournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: [COMPUTERNAME]
Init: User: Morpheus2396
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=3492.122425 MHz
Init: CPU Page size=4096, Processors=8
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 0
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log:    display (Primärer Anzeigetreiber)
Init: DirectDraw initialized successfully
Init: DirectInput initialized successfully.
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: CityIntro.unr?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
Log: LoadMap: CityIntro.unr?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 16408->16407; refs: 224634
Log: Game class is 'UTIntro'
Log: Level is Level CityIntro.MyLevel
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
ScriptLog: Base Mutator is CityIntro.Mutator1
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 255
ScriptLog: Login: Morpheus2396
Log: Possessed PlayerPawn: WarBoss CityIntro.WarBoss0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 7
Init: GL_VENDOR     : NVIDIA Corporation
Init: GL_RENDERER   : GeForce GTX 770/PCIe/SSE2
Init: GL_VERSION    : 4.5.0 NVIDIA 364.72
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_NV_texture_env_combine4
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_EXT_multi_draw_arrays
Init: Device supports: GL_ARB_vertex_program
Init: Device supports: GL_ARB_fragment_program
Init: Depth bits: 24
Log: 4 Texture Mapping Units found
Log: Trying to use S3TC extension.
Log: MinLogTextureSize: 2
Log: MaxLogTextureSize: 14
Log: BufferActorTris: 1
Log: UseDetailAlpha: 1
Log: Bound to ALAudio.dll
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:SBXFiAudio0001
Log: ALAudio: ALDEVICES found 1:OpenALSoftonLautsprecherCreativeSBXFi
Log: ALAudio: ALDEVICES found 2:OpenALSoftonSPDIFOutCreativeSBXFi
Log: ALAudio: ALDEVICES found 3:OpenALSoftonDigitalaudioHDMICreativeSBXFi
Log: ALAudio: ALDEVICES found 4:GenericSoftwareonLautsprecherCreativeSBXFi
Log: ALAudio: ALDEVICES found 5:GenericSoftwareonSPDIFOutCreativeSBXFi
Warning: Failed to load Filter Object Management Functions.
Init: ALAudio: Selected ALDevice 0, OutputRateNum 5(44100 Hz) SampleRateNum 5 (44100 Hz)
DevAudio: ALAudio: Trying to use default device
Init: ALAudio: We are using OpenAL device: SB X-Fi Audio [0001] 
Init: ALAudio: Can't set OutputRate of 44100, using system (OS) defaults of 48000.
Some backends don't support setting custom rates for specific applications (MMDevAPI or ALSA without dmix).
In this case setting something higher than what the system is outputting is unnecessary since it's just going to be downsampled for output anyway,
and setting it lower is just going to make it get upsampled after OpenAL Soft has already applied its filters and effects.
Adjust your system settings instead.
Init: ALAudio: Audio hardware supports 126 mono (usually sound) and 1 stereo (usually music) sources.
Init: ALAudio: Reducing EffectsChannels to 126 sources.
Init: ALAudio: auto matched SampleRate (48000 Hz) to OutputRate (48000 Hz).
Init: ALAudio: HRTF is disabled.
DevAudio: ALAudio: Initialized with rate 48000
DevAudio: ALAudio: Using OutputRate of 48000 Hz for audio output
DevAudio: ALAudio: Using SampleRate of 48000 Hz for libxmp
Warning: Couldn't set distance units
Warning: No OpenALSoft extensions present!
Init: OpenAL Effects extension version 1.0 found.
Init: ALAudio: EFX initialized.
DevAudio: Successfully loaded OpenAL Effects Extension functions.
Init: ALAudio: Version OpenAL version 1.1 found
Init: ALAudio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 1.075095 seconds
DevMusic: ALAudio: Transiting to Uttitle, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic Uttitle
Log: ALAudio: playing Uttitle Unreal Tournament Title (Impulse Tracker 2.14v5 IT 1.00)
Log: URL: Adding default option Name=Morpheus2396
Log: URL: Adding default option Class=SkeletalChars.WarBoss
Log: URL: Adding default option team=255
Log: URL: Adding default option skin=
Log: URL: Adding default option Face=
Log: URL: Adding default option Voice=
Log: Browse: Index.unr?entry?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
Log: Failed; returning to Entry
Init: Shut down moving brush tracker for Level CityIntro.MyLevel
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: Morpheus2396
Log: Possessed PlayerPawn: WarBoss Entry.WarBoss1
DevMusic: ALAudio: Unregister music: Music Uttitle.Uttitle
DevMusic: ALAudio: Transiting to None with MTRAN 3
ScriptLog: Creating root window: UMenu.UMenuRootWindow
ScriptWarning: CDDecals Transient.UMenuMenuBar0.CDDecals0 (Function DecalStay.CDDecals.Setup:001F) Accessed None
ScriptWarning: CDDecals Transient.UMenuMenuBar0.CDDecals0 (Function DecalStay.CDDecals.Setup:0027) Accessed None
ScriptWarning: CDDecals Transient.UMenuMenuBar0.CDDecals0 (Function DecalStay.CDDecals.Setup:0030) Accessed None
ScriptWarning: CDDecals Transient.UMenuMenuBar0.CDDecals0 (Function DecalStay.CDDecals.Setup:0042) Accessed None
ScriptWarning: CDDecals Transient.UMenuMenuBar0.CDDecals0 (Function DecalStay.CDDecals.Setup:004A) Attempt to assigned variable through None
ScriptWarning: CDDecals Transient.EWindowModMenu0.CDDecals1 (Function DecalStay.CDDecals.Setup:001F) Accessed None
ScriptWarning: CDDecals Transient.EWindowModMenu0.CDDecals1 (Function DecalStay.CDDecals.Setup:0027) Accessed None
ScriptWarning: CDDecals Transient.EWindowModMenu0.CDDecals1 (Function DecalStay.CDDecals.Setup:0030) Accessed None
ScriptWarning: CDDecals Transient.EWindowModMenu0.CDDecals1 (Function DecalStay.CDDecals.Setup:0042) Accessed None
ScriptWarning: CDDecals Transient.EWindowModMenu0.CDDecals1 (Function DecalStay.CDDecals.Setup:004A) Attempt to assigned variable through None
DevMusic: ALAudio: Transiting to utmenu23, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic utmenu23
Log: ALAudio: playing utmenu23 Unreal Tournament Menu (Impulse Tracker 2.14v5 IT 1.00)
Log: URL: Adding default option Name=Morpheus2396
Log: URL: Adding default option Class=SkeletalChars.WarBoss
Log: URL: Adding default option team=255
Log: URL: Adding default option skin=
Log: URL: Adding default option Face=
Log: URL: Adding default option Voice=
Log: Browse: DM-Phobos.unr?Game=BotPack.DeathMatchPlus?Mutator=XMaps.XMapsControl?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
Log: LoadMap: DM-Phobos.unr?Game=BotPack.DeathMatchPlus?Mutator=XMaps.XMapsControl?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
DevMusic: ALAudio: Unregister music: Music utmenu23.utmenu23
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package CityIntro
Log: -0.0ms Unloading: Package city
Log: -0.0ms Unloading: Package ArenaTex
Log: -0.0ms Unloading: Package NaliCast
Log: -0.0ms Unloading: Package RainFX
Log: -0.0ms Unloading: Package NaliFX
Log: -0.0ms Unloading: Package ShaneSky
Log: -0.0ms Unloading: Package AmbAncient
Log: -0.0ms Unloading: Package AmbOutside
Log: -0.0ms Unloading: Package Uttitle
Log: -0.0ms Unloading: Package openingwave
Log: -0.0ms Unloading: Package Chaosgames
Log: -0.0ms Unloading: Package ChaosUT
Log: -0.0ms Unloading: Package chaostex
Log: -0.0ms Unloading: Package ChaosSounds
Log: -0.0ms Unloading: Package chaossounds2
Log: -0.0ms Unloading: Package ChaosUTMedia1
Log: -0.0ms Unloading: Package ChaosUTMedia5
Log: -0.0ms Unloading: Package ChaosUTMedia2
Log: -0.0ms Unloading: Package chaostex2
Log: -0.0ms Unloading: Package ChaosUTMedia4
Log: -0.0ms Unloading: Package ChaosUTMedia3
Log: -0.0ms Unloading: Package chaos_special_tex
Log: -0.0ms Unloading: Package ChaosUTMiscMuts
Log: -0.0ms Unloading: Package EavyAssaultPractice
Log: -0.0ms Unloading: Package RocketArena
Log: -0.0ms Unloading: Package RocketArenaMedia
Log: -0.0ms Unloading: Package DM-Agony
Log: -0.0ms Unloading: Package UTcrypt
Log: -0.0ms Unloading: Package Indus6
Log: -0.0ms Unloading: Package Crypt2
Log: -0.0ms Unloading: Package shanechurch
Log: -0.0ms Unloading: Package skybox
Log: -0.0ms Unloading: Package DoorsAnc
Log: -0.0ms Unloading: Package Course
Log: Garbage: objects: 33270->25622; refs: 363835
Log: Game class is 'DeathMatchPlus'
Log: Level is Level DM-Phobos.MyLevel
Log: Bringing Level DM-Phobos.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=BotPack.DeathMatchPlus?Mutator=XMaps.XMapsControl?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
ScriptLog: Base Mutator is DM-Phobos.DMMutator0
ScriptLog: Mutators XMaps.XMapsControl
ScriptLog: Add mutator XMaps.XMapsControl
XMapsControl: XMaps Server 231, (c) touchstone@planetunreal.com 2003
XMapsUL3: Initialise: game class Botpack.DeathMatchPlus, mode 2, use favourites is True
XMapsControl: LoadMutators: no XMaps Mutator List configured for Tournament DeathMatch
XMapsControl: LoadMutators: no XMaps Mutator List configured for 'Morpheus-2396's Deathmatch'
ScriptLog: Initiating local logging...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: Morpheus2396
Log: Possessed PlayerPawn: WarBoss DM-Phobos.WarBoss2
Init: Initialized moving brush tracker for Level DM-Phobos.MyLevel
DevMusic: ALAudio: Transiting to Botmca9, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic Botmca9
Log: ALAudio: playing Botmca9 BOTPACK #9(By Michiel) (Impulse Tracker 2.14 IT 2.00)
Warning: ALAudio: Musicbuffer error: Invalid enum parameter passed as an argument to an AL call.
DevMusic: ALAudio: Unregister music: Music Botmca9.Botmca9
DevMusic: RegisterMusic Botmca9
Warning: Failed to load 'Package0': Can't find file for package 'Package0'
Warning: Failed to load 'Texture Package0.Screenshot': Can't find file for package 'Package0'
Warning: Failed to load 'Package1': Can't find file for package 'Package1'
Warning: Failed to load 'LevelSummary Package1.LevelSummary': Can't find file for package 'Package1'
Log: URL: Adding default option Name=Morpheus2396
Log: URL: Adding default option Class=SkeletalChars.WarBoss
Log: URL: Adding default option team=255
Log: URL: Adding default option skin=
Log: URL: Adding default option Face=
Log: URL: Adding default option Voice=
Log: Browse: DM-Codex.unr?Game=BotPack.DeathMatchPlus?Mutator=XMaps.XMapsControl?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
Log: LoadMap: DM-Codex.unr?Game=BotPack.DeathMatchPlus?Mutator=XMaps.XMapsControl?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
DevMusic: ALAudio: Unregister music: Music Botmca9.Botmca9
Init: Shut down moving brush tracker for Level DM-Phobos.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package DecayedS
Log: -0.0ms Unloading: Package GenIn
Log: -0.0ms Unloading: Package AmbModern
Log: -0.0ms Unloading: Package ChaosUTMiscMuts
Log: -0.0ms Unloading: Package chaos_special_tex
Log: -0.0ms Unloading: Package ChaosUTMedia3
Log: -0.0ms Unloading: Package ChaosUTMedia4
Log: -0.0ms Unloading: Package chaostex2
Log: -0.0ms Unloading: Package ChaosUTMedia1
Log: -0.0ms Unloading: Package Chaosgames
Log: -0.0ms Unloading: Package chaossounds2
Log: -0.0ms Unloading: Package ChaosSounds
Log: -0.0ms Unloading: Package ChaosUTMedia2
Log: -0.0ms Unloading: Package ChaosUT
Log: -0.0ms Unloading: Package ChaosUTMedia5
Log: -0.0ms Unloading: Package chaostex
Log: -0.0ms Unloading: Package FCommandoSkins
Log: -0.0ms Unloading: Package SoldierSkins
Log: -0.0ms Unloading: Package SGirlSkins
Log: -0.0ms Unloading: Package CommandoSkins
Log: -0.0ms Unloading: Package XMapsClient231
Log: -0.0ms Unloading: Package XMaps
Log: -0.0ms Unloading: Package DM-Phobos
Log: -0.0ms Unloading: Package XbpFX
Log: -0.0ms Unloading: Package XFX
Log: -0.0ms Unloading: Package Palettes
Log: -0.0ms Unloading: Package SkyCity
Log: -0.0ms Unloading: Package DoorsMod
Log: -0.0ms Unloading: Package Activates
Log: -0.0ms Unloading: Package noxxsnd
Log: -0.0ms Unloading: Package Botmca9
Log: -0.0ms Unloading: Package EavyAssaultPractice
Log: -0.0ms Unloading: Package RocketArena
Log: -0.0ms Unloading: Package RocketArenaMedia
Log: Garbage: objects: 37584->25319; refs: 600538
Log: Game class is 'DeathMatchPlus'
Log: Level is Level DM-Codex.MyLevel
Log: Bringing Level DM-Codex.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=BotPack.DeathMatchPlus?Mutator=XMaps.XMapsControl?Name=Morpheus2396?Class=SkeletalChars.WarBoss?team=255?skin=?Face=?Voice=
ScriptLog: Base Mutator is DM-Codex.DMMutator1
ScriptLog: Mutators XMaps.XMapsControl
ScriptLog: Add mutator XMaps.XMapsControl
XMapsControl: XMaps Server 231, (c) touchstone@planetunreal.com 2003
XMapsUL3: Initialise: game class Botpack.DeathMatchPlus, mode 2, use favourites is True
XMapsControl: LoadMutators: no XMaps Mutator List configured for Tournament DeathMatch
XMapsControl: LoadMutators: no XMaps Mutator List configured for 'Morpheus-2396's Deathmatch'
ScriptLog: Initiating local logging...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: Morpheus2396
Log: Possessed PlayerPawn: WarBoss DM-Codex.WarBoss3
Init: Initialized moving brush tracker for Level DM-Codex.MyLevel
DevMusic: ALAudio: Transiting to Mission, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic Mission
Log: ALAudio: playing Mission Mission Landing (ModPlug Tracker 1.16 IT 1.00)
Warning: ALAudio: Musicbuffer error: Invalid enum parameter passed as an argument to an AL call.
DevMusic: ALAudio: Unregister music: Music Mission.Mission
Warning: ALAudio: UnregisterMusic alDeleteSources error: Invalid enum parameter passed as an argument to an AL call.
DevMusic: RegisterMusic Mission
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Engine.dll
Log: Unbound to Core.dll
Log: Unbound to Window.dll
Log: -0.0ms Unloading: Package Engine
Log: -0.0ms Unloading: Package Core
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: DirectDraw End Mode
Log: Flushing cache
Exit: DirectDraw released
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: -0.0ms Unloading: Package Entry
Log: -0.0ms Unloading: Package Logo
Log: Unbound to Fire.dll
Log: -0.0ms Unloading: Package Fire
Log: -0.0ms Unloading: Package credits
Log: -0.0ms Unloading: Package Botpack
Log: -0.0ms Unloading: Package UnrealShare
Log: -0.0ms Unloading: Package UnrealI
Log: -0.0ms Unloading: Package Female2Voice
Log: -0.0ms Unloading: Package Male2Voice
Log: -0.0ms Unloading: Package Female1Voice
Log: -0.0ms Unloading: Package BossVoice
Log: -0.0ms Unloading: Package Male1Voice
Log: -0.0ms Unloading: Package UMenu
Log: -0.0ms Unloading: Package UWindow
Log: -0.0ms Unloading: Package UBrowser
Log: Unbound to IpDrv.dll
Log: -0.0ms Unloading: Package IpDrv
Log: -0.0ms Unloading: Package Announcer
Log: -0.0ms Unloading: Package Detail
Log: -0.0ms Unloading: Package GenFX
Log: -0.0ms Unloading: Package genfluid
Log: -0.0ms Unloading: Package UTMenu
Log: -0.0ms Unloading: Package LadderSounds
Log: Unbound to UWeb.dll
Log: -0.0ms Unloading: Package UWeb
Log: -0.0ms Unloading: Package UTServerAdmin
Log: -0.0ms Unloading: Package IpServer
Log: -0.0ms Unloading: Package LadrArrow
Log: -0.0ms Unloading: Package SkeletalChars
Log: Unbound to OpenGLDrv.dll
Log: Unbound to ALAudio.dll
DevMusic: ALAudio: Unregister music: Music Mission.Mission
DevMusic: WaitForThread failed with No error (Errorcode 0)!
Exit: ALAudio: libxmp subsystem shut down.
Exit: ALAudio: Audio subsystem shut down.
Log: -0.0ms Unloading: Package LadderFonts
Log: -0.0ms Unloading: Package UWindowFonts
Log: -0.0ms Unloading: Package AimTrainer
Log: -0.0ms Unloading: Package DecalStay
Log: -0.0ms Unloading: Package Excessive
Log: -0.0ms Unloading: Package MultiMesh
Log: -0.0ms Unloading: Package EpicCustomModels
Log: -0.0ms Unloading: Package UTBrowser
Log: -0.0ms Unloading: Package MoreGore
Log: -0.0ms Unloading: Package SpreeBonus
Log: -0.0ms Unloading: Package ModMenuExtension
Log: -0.0ms Unloading: Package EWindow
Log: -0.0ms Unloading: Package WeaponPriority
Log: -0.0ms Unloading: Package EnhancedItems
Log: -0.0ms Unloading: Package utmenu23
Log: -0.0ms Unloading: Package UTtech1
Log: -0.0ms Unloading: Package FCommandoSkins
Log: -0.0ms Unloading: Package CommandoSkins
Log: -0.0ms Unloading: Package SoldierSkins
Log: -0.0ms Unloading: Package SGirlSkins
Log: -0.0ms Unloading: Package XMapsClient231
Log: -0.0ms Unloading: Package XMaps
Log: -0.0ms Unloading: Package DM-Codex
Log: -0.0ms Unloading: Package utcrypt
Log: -0.0ms Unloading: Package Indus6
Log: -0.0ms Unloading: Package Crypt2
Log: -0.0ms Unloading: Package Ancient
Log: -0.0ms Unloading: Package NaliCast
Log: -0.0ms Unloading: Package SKYBox
Log: -0.0ms Unloading: Package DoorsAnc
Log: -0.0ms Unloading: Package ShaneSky
Log: -0.0ms Unloading: Package Ambancient
Log: -0.0ms Unloading: Package uttech2
Log: -0.0ms Unloading: Package hubeffects
Log: -0.0ms Unloading: Package AmbOutside
Log: -0.0ms Unloading: Package Liquids
Log: -0.0ms Unloading: Package shaneDAY
Log: -0.0ms Unloading: Package Mission
Init: Shut down moving brush tracker for Level DM-Codex.MyLevel
Log: Garbage: objects: 30090->0; refs: 600538
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory  2.243M /  0.926M
Uninitialized: Peak Memory  115.510M /  115.762M
Uninitialized: Allocs          50 Current /  8835550 Total
Uninitialized: Log file closed, 05/09/16 03:59:38
Thx,

M2396
Last edited by Morpheus2396 on Mon May 09, 2016 6:15 pm, edited 1 time in total.
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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

HRTF enabled?
Is HRTF required for the native (Creative's implementation, HW-accelerated) OpenAL driver in order to enable 3D-Sound for Headphones?

I use the native OpenAL driver (not OpenALSoft) with CMSS-3D HP when playing through my headphones - but ALchemy is disabled (of course).

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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

First, thank you for this feedback. About the critics, I am only really pissed if I read something like "it's all crap and sh!t because it didn't work or whatever", especially in 3rd party forums or if people don't take 5 minutes of time to check out some things or to try with the settings but complain like 20 pages somewhere. All fine :)

I didn't think that someone would miss the old system, indeed, since the new system sounds way more consistent and offers now a few more options also to adjust the sound and intensity to personal needs. I also avoided to clamp anything to keep the original scale and range of sound volumes. Mmh...guess I'll have to see how and if the "original" system can be kept as an alternative then.

Now about the log, yes, that reveals quite some :)

As for your sound problems, I smell an interaction - and this is something I really can't predict or estimate, perhaps with ALChemy. It's something I can't take into account from the coding side. Did you also try it entirely without it?
OR there is possibly some other mixup:
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:SBXFiAudio0001
Log: ALAudio: ALDEVICES found 1:OpenALSoftonLautsprecherCreativeSBXFi
Log: ALAudio: ALDEVICES found 2:OpenALSoftonSPDIFOutCreativeSBXFi
Log: ALAudio: ALDEVICES found 3:OpenALSoftonDigitalaudioHDMICreativeSBXFi
Log: ALAudio: ALDEVICES found 4:GenericSoftwareonLautsprecherCreativeSBXFi
Log: ALAudio: ALDEVICES found 5:GenericSoftwareonSPDIFOutCreativeSBXFi
Because I am really surprised about this: OpenALSofton... - which shouldn't be there if you are using Creative Labs dll.

It should rather look like this (now I have 2 soundcards, but you'll get the idea)
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:DirectSoundDefault
Log: ALAudio: ALDEVICES found 1:SpeakersCreativeSBXFiviaDirectSound
Log: ALAudio: ALDEVICES found 2:SPDIFOutCreativeSBXFiviaDirectSound
Log: ALAudio: ALDEVICES found 3:RealtekDigitalOutputRealtekHighDefinitionAudioviaDirectSound
Log: ALAudio: ALDEVICES found 4:RealtekDigitalOutputOpticalRealtekHighDefinitionAudioviaDirectSound
Log: ALAudio: ALDEVICES found 5:WaveOutDefault
Log: ALAudio: ALDEVICES found 6:SpeakersCreativeSBXFiviaWaveOut
Log: ALAudio: ALDEVICES found 7:SPDIFOutCreativeSBXFiviaWaveOut
Log: ALAudio: ALDEVICES found 8:RealtekDigitalOutputRealtekviaWaveOut
Log: ALAudio: ALDEVICES found 9:RealtekDigitalOutputOpticalviaWaveOut
Log: ALAudio: ALDEVICES found 10:NoOutput
Log: ALAudio: ALDEVICES found 11:GenericSoftwareonSpeakersCreativeSBXFi
Now getting to music:
Warning: ALAudio: Musicbuffer error: Invalid enum parameter passed as an argument to an AL call.
DevMusic: ALAudio: Unregister music: Music Botmca9.Botmca9
Unfortunately this is sort of generic error, but I very much assume that the buffering thread either died or hangs. Could it be possible by any chance that you limit UT to run on one CPU core only? This could be a reason.

PS: HRTF only works on OpenALSoft, it doesn't work on Creatives dll.
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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »


I didn't think that someone would miss the old system, indeed, since the new system sounds way more consistent and offers now a few more options also to adjust the sound and intensity to personal needs. I also avoided to clamp anything to keep the original scale and range of sound volumes. Mmh...guess I'll have to see how and if the "original" system can be kept as an alternative then.
Maybe I could be wrong - I should test the new distance model a little bit more. I didn't have more time to test it thoroughly enough... (and I won't have for the next days, because I'll be out of home...)

Now about the log, yes, that reveals quite some :)

As for your sound problems, I smell an interaction - and this is something I really can't predict or estimate, perhaps with ALChemy. It's something I can't take into account from the coding side. Did you also try it entirely without it?
I don't use ALchemy for UT99 - it's not even activated for this game.

OR there is possibly some other mixup:
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:SBXFiAudio0001
Log: ALAudio: ALDEVICES found 1:OpenALSoftonLautsprecherCreativeSBXFi
Log: ALAudio: ALDEVICES found 2:OpenALSoftonSPDIFOutCreativeSBXFi
Log: ALAudio: ALDEVICES found 3:OpenALSoftonDigitalaudioHDMICreativeSBXFi
Log: ALAudio: ALDEVICES found 4:GenericSoftwareonLautsprecherCreativeSBXFi
Log: ALAudio: ALDEVICES found 5:GenericSoftwareonSPDIFOutCreativeSBXFi
Because I am really surprised about this: OpenALSofton... - which shouldn't be there if you are using Creative Labs dll.
I have both dll files in my UT directory (both Creative OpenAL & OpenALSoft) - that should be the reason ;)

Could that cause problems?

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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

I have both dll files in my UT directory (both Creative OpenAL & OpenALSoft) - that should be the reason ;)

Could that cause problems?
I have both in my directory as well for testing purposes, while I keep the one not in use renamed, so it won't conflict.
Usually I use OpenAL32.dll and OpenAL32_creative.dll and rename it to OpenAL32_.dll and OpenAL32.dll if I switch the two.
But in any case your list above doesn't look like it should be.

[edit]
btw, you can make the sounds more apparent maybe by reducing ViewportVolumeIntensity but scaling up overall sound volume? Music can be set up separately yet with MusicAmplify
[/edit]
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Re: ALAudio for UnrealTournament - development and links

Post by r2rX »

Hey there,

Out of curiosity, is there any plan to bring the plugin over to Linux? :)
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Re: ALAudio for UnrealTournament - development and links

Post by UTNerd24 »

Hey guys, I just joined this forum out of curiosity.

Love the new Driver, but half the time, Taunt voices don't play. However, the text is still there.

Am I missing something?
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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

hey there and welcome :)

Could you check the logs for anything regarding "ALAudio" ? May reveal something. Normally it should play anything without trouble.
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Re: ALAudio for UnrealTournament - development and links

Post by []KAOS[]Casey »

sounds to me like HRTF is triggering false positives and dampening sounds it shouldn't
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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

also perhaps should check what EffectsChannels is set to and maybe trying to increase it.
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Re: ALAudio for UnrealTournament - development and links

Post by han »

Or lower it if you are not using OpenAL Soft.
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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

Hey Guys,

I decided to show up again: I reinstalled my Windows (W7) along a fresh and up-to-date install of drivers for my hardware. A few days ago, I reinstalled UT and then installed the OpenAL renderer (latest beta version 2.4.7).

Well, the problem with the missing sounds still exist (when I use hardware OpenAL instead OALSoft) and the sudden dissappear of background music (which did not exist yet in v2.2 - I already reported that bug here in response to the release of v2.4.7 beta) does also exist yet.

Here's my current ALAudio configuration of UnrealTournament.ini

[ALAudio.ALAudioSubsystem]
ALDevice=SBXFiAudio0001
OutputRate=44100Hz
SampleRate=44100Hz
SoundVolume=255
SpeechVolume=192
MusicVolume=255
EffectsChannels=128
AmbientFactor=1.000000
DopplerFactor=0.010000
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=100
MusicAmplify=1
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.000000
ProbeDevicesOnly=False
UseHRTF=Autodetect
UseSpeechVolume=False
ViewportVolumeIntensity=0.500000
ReverbIntensity=1.000000
UseAutoSampleRate=False
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Re: ALAudio for UnrealTournament - development and links

Post by han »

EffectsChannels=128
Start with a low value of like 8 and start to increment it until things go wrong.
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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

Start with a low value of like 8 and start to increment it until things go wrong.
And then slowly up to 128? Do I have to restart UT each increase? AFAIR UT needs a restart in order to get an alteration on sound channels get applied - I even recall UT crashed if I started a match (after altering the number of sound channels) without restarting the game...

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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

Update:

I gradually increased the amount of sound channels, like you advised it - first 16 (to give it a try), then 8, then 32, then 64, then 128. In NONE of the cases, the missing sounds Bug disappeared - it even seemed to me, that the lower the number of SCs, the faster the bug occured! (In the case of only 8 SCs, it took only a few seconds or even immediately!)

I think, the ALAudio renderer still needs to be modified in order to harmony with the newer Creative drivers...

BTW: Where can I get the Unreal Engine 2.5 SDK (UT2004 code base)? Do I need to pay money, or can I request it for free unless I don't develop standalone games with it? (only partial or total conversion mods, like Epic Games implied for the UE2.0 Runtime)

I need it in order to enhance Deus Ex: Invisible War (gameplay elements like weapon damage, the terribly poor Enemy AI and other things...), because there was never a SDK released for DX2. And I possibly need it to fix the same missing sounds bug in UT2004 with newer Creative drivers, too...

Thx,

M2396
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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

I think, the ALAudio renderer still needs to be modified in order to harmony with the newer Creative drivers...
To be honest, chances for this are not really good. There is no real support from creative anymore and the new ALAudio still follows the original specs, so there shouldn't even be any problem. On the other hand we have OpenALSoft, with a lot of new features including a fantastic HRTF, good support and compatibility to any soundcard around. Only disadvantage of OpenALSoft compared to OpenAL is the missing hardware acceleration, which again seems to have almost no measurable impact here.
I understand that people don't want to leave a working feature behind, especially not when it comes to hardware and speed, but on the other hand, when there is nothing really to win, what's the point?
I will make some test with my Audigy again to see if there is anything I can do, but I really start to think it's about time for everyone to switch to OpenALSoft for good.
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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

To be honest, chances for this are not really good. There is no real support from creative anymore and the new ALAudio still follows the original specs, so there shouldn't even be any problem.

On the other hand we have OpenALSoft, with a lot of new features including a fantastic HRTF, good support and compatibility to any soundcard around.
You already told the likely reason why older games using OpenAL (UT1, UT2004, Q3A) have the sound skipping bug - can you tell it again? It was something with "Context Buffers"...

About OpenALSoft: is OALSoft truly qualitatively on the same level with HW OpenAL? Is HRTF as good as CMSS-3D HP? If so, then I will really decide to switch to OALSoft for UT1...

But the true problem is much more troublesome: AFAIK, neither UT2004 nor other game engines (Q3A, Q3 engine based games) use OALSoft. Obviously, there are only 2 possible ways to fix OpenAL in these games:

1.) You already suggested me to notify the developers of these older games about the likely cause of this bug, so they can adapt their OpenAL implementation to newer Creative drivers. (if they're willing to do it, of course...)

2.) Is it possible to enforce these games to use OALSoft? For example, renaming OALSoft dll files as Creative OpenAL dll files (e.g. renaming oalsoft.dll to OpenAL32.dll) to trick these games to use OALSoft - or other methods to link game engines to use OALSoft...

Important: What about the UE2.5 SDK? Is it possible to get it for free under certain circumstances (for partial/total conversion mods only)? I need it for multiple purposes (Modding DX2, fixing ALAudio.u for UT2004, etc.)

Thx for advise,

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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

The current version already contains an additional check for these, but it seems to have no impact here. Perhaps I missed something though, currently I lack the time and energy to really work on all that.

I honestly can't say if and how the HRTF can be compared with CMSS-3D, I never tried this and I am not sure if someone really can judge such a thing by listening only. I only can advice to try it.

As for 2k4 etc- I know the author of OpenALSoft put (or at least intended to put) a hack into it to make it work with the hardcoded crap they did in there, so current version should be working as replacement as far as I know by replacing the dll (but didn't test myself so far).

I don't know anything about a SDK and my requests a few years ago to get the sources in any way, perhaps based on my already existing NDA was denied with the reasoning that they wouldn't know where the code is and that they would have to strip 3rd party licensed stuff first, something like that.

However, it seems to be that nowadays the interest in such things grows again and that there are some new people @Epic who maybe care more about it, I am involved to some degree, but we have to wait and see how it works out.
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Re: ALAudio for UnrealTournament - development and links

Post by lowenz »

OpenAL Soft works perfectly in UT 2004 with a simple renaming (and other UE2/2.5 games too), just launch the game with this batch:

SET __ALSOFT_SUSPEND_CONTEXT=ignore
.\System\ut2004.exe


In some games you can simply specify in the config files the OpenAL implementation to be used (oalsoft.dll).
Last edited by lowenz on Wed Aug 31, 2016 2:49 pm, edited 1 time in total.
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Re: ALAudio for UnrealTournament - development and links

Post by lowenz »

And remember, for UE2/UE2.5 games OpenAL "System Driver" is NOT the default driver of your system (OpenAL Soft / Creative / Rapture3D / others) but the bundled one (DefOpenAL32.dll/DefOpenAL64.dll), a bundled software wrapper.

So you can end up with some confusion :p

*Software implementation of the game devs
*Software implementation of Creative
*Software implementation of OpenAL Soft team
*Hardware implementation of Creative / other Creative partners
*other implementations

The first 2 declare often the same name too (see STALKER series).....
Last edited by lowenz on Wed Aug 31, 2016 2:56 pm, edited 1 time in total.
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Re: ALAudio for UnrealTournament - development and links

Post by Morpheus2396 »

Update:

Yesterday, I tried to test HRTF with OALSoft in UT1 (I disabled CMSS-3D for this purpose and temporarily removed OpenAL32.dll from my UT\System folder). First, I have set up and configured HRTF in alsoft.ini. Then, I copied the latest OALSoft .dll file to UT\System and started the game with following settings:

[ALAudio.ALAudioSubsystem]
ALDevice=OpenALSoftonLautsprecherCreativeSBXFi
OutputRate=44100Hz
SampleRate=44100Hz
SoundVolume=255
SpeechVolume=192
MusicVolume=255
EffectsChannels=128
AmbientFactor=1.000000
DopplerFactor=0.010000
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=100
MusicAmplify=1
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.000000
ProbeDevicesOnly=False
UseHRTF=Enable
UseSpeechVolume=False
ViewportVolumeIntensity=0.500000
ReverbIntensity=1.000000
UseAutoSampleRate=False

The Result: The sound isn't nearly as voluminous and distant as CMSS-3D - so, I renamed "soft_oal.dll" to "OpenAL32.dll" in my UT\System folder (but the OALSoft dll file inside C:\Windows\system32 & \SysWOW64\ is still with it's original name "soft_oal.dll" along "OpenAL32.dll" from Creative) and then restarted the game. HRTF still doesn't seem to work *or* it's very bad...

How can I know, whether HRTF is truly active or not? Do I have to keep CMSS-3D enabled? Or did I do something else wrong?

M2396
Last edited by Morpheus2396 on Wed Nov 23, 2016 12:16 am, edited 1 time in total.
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Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

ALAudio should log information about if it is enabled or not in UnrealTournament.log. But if you set UseHRTF=Enable there should be no requirement to use any alsoft.ini which will override this setting. Other than that when using alsoft.ini you can use ALSOFT_LOGLEVEL to get more information about it's state.

open a command prompt window, then: 
set ALSOFT_LOGLEVEL=3
cd to the UT System directory, then run the exe from there
you may also want to set ALSOFT_LOGFILE to a filename (with an absolute path so you know where it will be, just in case)
Last edited by Smirftsch on Wed Nov 23, 2016 11:42 am, edited 1 time in total.
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Re: ALAudio for UnrealTournament - development and links

Post by willow31 »

Hey Guys,

I decided to show up again: I reinstalled my Windows (W7) along a fresh and up-to-date install of drivers for my hardware. A few days ago, I reinstalled UT and then installed the OpenAL renderer (latest beta version 2.4.7).

Well, the problem with the missing sounds still exist (when I use hardware OpenAL instead OALSoft) and the sudden dissappear of background music (which did not exist yet in v2.2 - I already reported that bug here in response to the release of v2.4.7 beta) does also exist yet.

Here's my current ALAudio configuration of UnrealTournament.ini

[ALAudio.ALAudioSubsystem]
ALDevice=SBXFiAudio0001
OutputRate=44100Hz
SampleRate=44100Hz
SoundVolume=255
SpeechVolume=192
MusicVolume=255
EffectsChannels=128
AmbientFactor=1.000000
DopplerFactor=0.010000
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=100
MusicAmplify=1
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.000000
ProbeDevicesOnly=False
UseHRTF=Autodetect
UseSpeechVolume=False
ViewportVolumeIntensity=0.500000
ReverbIntensity=1.000000
UseAutoSampleRate=False
The bug of sound disappeared with xfi titanium pcu-e with new branch driver (2.40.xxx) is a bug from creative driver

There are lots of topics speak about this bug and creative have never made anything to resolve this bug. Now, this cards is at end of life. Then no new drivers is expected.

list of topics with this bugs
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1400445026/15#15
https://www.lotro.com/forums/showthread ... 7fde139267
http://forums.creative.com/showthread.php?t=726283
etc

creative is only shit.
Last edited by willow31 on Sat Nov 26, 2016 10:52 pm, edited 1 time in total.
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