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Few questions regarding AL-Audio in 227k

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EDA
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Joined: Sat Apr 08, 2023 7:31 am

Few questions regarding AL-Audio in 227k

Post by EDA »

Hello again, (to Smirf or anyone who has knowledge)

1.
Is there any possibility to have the music split out from the 3D-space and direct it to its own Stereo output in version 227k? (I believe it was possible with version 227i and FMOD)

2.
Is the 227k engine generally able to handle more than one umx file in a map?

3.
What if I want to use let's say wav files in an umx container. Is it able to handle loops and markers (for the subtunes) ?

Thanks.


PS.: Height Axis works (nearly flawless) with AmbiSonics 3D7.1 so far the testing goes, just fyi.

PPS.: pardon my ignorance btw, but what does "usual RL crap" actually mean?
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Smirftsch
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Re: Few questions regarding AL-Audio in 227k

Post by Smirftsch »

I am not sure about 1, could you elaborate some more?

2. There is no specific limit in using umx files or using more than one. But I suppose you mean to able easily using/handling this in UED f.e.?

3. We have loop handling for wav in sounds but iirc not for music- as for markers/subtunes, nope, not in wav format. The tracker music formats however usually do support things like subtunes.

PS: that's indeed interesting. I really need to get into it some more again.

as for the PPS: well, daily business, job / work to pay your bills, family and finally to have some time and energy remaining...
Sometimes you have to lose a fight to win the war.
EDA
OldUnreal Member
Posts: 6
Joined: Sat Apr 08, 2023 7:31 am

Re: Few questions regarding AL-Audio in 227k

Post by EDA »

1.
I explain it a little further: Sadly I've never tested it, but in 227i/Extended Settings in the FMOD section I was able to specify for example the Realtek
Digital Output, where at the same time I hear the sound through the analog outputs (as specified, Realtek Loudspeakers). That leads me to the idea, to
route the FMOD music to another output than the SFX. The reason: I have two loudspeaker setups, one for the SFX, and one for the music. Or let's say,
I will have, cause depending on the progress of kCat's OpenAL-Soft, the SFX setup becomes bigger and bigger and more important, than the music.
Other thing is, that I plan a new orchestral soundtrack (partially), while Redux is finished, and I don't want to play it through the (cheaper) SFX Speakers.
Which leads us directly to

2.+3.
If I make wav files (within the umx container), and the engine doesn't handle loops/markers, then I have to use at least two umx/wav's at the moment, one
for the exploration theme, and one for the combat theme. Krull0r mentioned Music Events, and I suppose that I can control the different themes that way.
So yes, easily using/handling in UED also, cause I have to edit this in the maps.

PS.
I recognize movement between the front speakers (see also the 3D7.1 setup) if I move the head vertically, or on the ambient sounds.
Strange thing is however, that in certain situations where an enemy is moving around upstairs (Rajigar), the noise is not in place.
Kavin
Posts: 1
Joined: Wed Jun 12, 2024 1:29 pm

Re: Few questions regarding AL-Audio in 227k

Post by Kavin »

EDA wrote: Tue May 28, 2024 6:22 pm 1.
I explain it a little further: Sadly I've never tested it, but in 227i/Extended Settings in the FMOD section I was able to specify for example the Realtek
Digital Output, where at the same time I hear the sound through the analog outputs (as specified, Realtek Loudspeakers). That leads me to the idea, to
route the FMOD music to another output than the SFX. The reason: I have two loudspeaker setups, one for the SFX, and one for the music. Or let's say,
I will have, cause depending on the progress of kCat's OpenAL-Soft, the SFX setup becomes bigger and bigger and more important, than the music.
Other thing is, that I plan a new orchestral soundtrack (partially), while Redux is finished, and I don't want to play it through the (cheaper) SFX Speakers.
Which leads us directly to

2.+3.
If I make wav files (within the umx container), and the engine doesn't handle loops/markers, then I have to use at least two umx/wav's at the moment, one
for the exploration theme, and one for the combat theme. Krull0r mentioned Music Events, and I suppose that I can control the different themes that way.
So yes, easily using/handling in UED also, cause I have to edit this in the maps.

PS.
I recognize movement between the front speakers (see also the 3D7.1 setup) if I move the head vertically, or on the ambient sounds.
Strange thing is however, that in certain situations where an enemy is moving around upstairs (Rajigar), the noise is not in place.
Planning separate setups for SFX and music to enhance their respective qualities makes sense. Utilizing wav files within umx containers and addressing loop/markers issues through Music Events shows strategic planning for audio integration in UED. It's crucial for maintaining immersive gameplay experiences, especially with upcoming orchestral soundtracks. Good luck with your continued development!
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