Unreal v227 Manual/Audio renderers

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Unreal v227 Manual
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Unreal v227 Manual
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Much like the video renderers, Unreal v227j supports four sound systems: OpenAL, FMOD (32-bit only, Deprecated), SwFMOD and the good ol' Galaxy (32-bit only, also Deprecated). Upon running the game the first time, you'll be asked which sound system you'd like to run.

OpenAL

Drivers -> AudioDevice -> ALAudio.ALAudioSubsystem and for detailed settings Audio -> OpenAL 3D.

OpenAL is the audio equivalent of OpenGL. It is currently developed and maintained by Creative Labs. It provides the best performance and support for high end soundcards, so be sure to have the latest drivers for it. It also supports EAX/EFX support.

OpenAL's main target is to support fully 5.1 (Surround) and higher sound systems. The best support is on CreativeLabs Cards and probably most other High-End Soundcards. Low-End and Onboard-Audio should do as well, but is maybe not completely accurate. If you experience problems, try switching to FMOD or fallback to the old Galaxy sound.

It has several advantages:

  • True surround sound (you now can really hear where your opponents are, 100% precise)
  • Hardware acceleration (how many channels usable depends on the used Soundcard)
  • Support for Reverb (unfortunately, not the old original model, but some replacement for it. The original reverb model is not supported by hardware sound, and may never be).
  • EFX for different ambients: Zones within Unreal now have a special "ambient " for every type like Water, Lava, Slime, Nitrogen and Tarzone.
  • Support for OGG music
  • Music Output based on FMOD.

Here are the details for the settings:

  • DopplerFactor [1.0/...] - Factor for Doppler Effect.
  • UseOriginalUnreal [True/False] - If true, uses the linear rolloff sound model, otherwise it uses inverse distance rolloff.
  • UseReverb [True/False] - If true, enables Reverb and EFX effects, including Ambient.
  • AmbientFactor [0.7/...] - Loudness of Unreal ambient sounds, like background sounds such as frogs. EFX Ambient are not affected by this.
  • ALDevices - List of all available Sound devices in the System. Use DirectSound for Software Rendering, DirectSound3D or specific Creative-Labs Cards (like SB-Live, Audigy) for Hardware.
  • Channels [64/...] - Number of channels used. Depends on Soundcard when used DirectSound3D (Hardware Accelerated) and more or less on CPU-Power and Memory when using DirectSound (Software). 32 Should do it, but may cause crackling. If you experience such problems try to use DirectSound instead with a higher setting. Only most recent soundcards like Creative's Audigy support 64 hardware channels. 64 recommended.
  • OutputRate [8000, 11025, 16000, 22050, 32000, 44100, 48000] - Frequency of the output. Recommended: 44100.
  • UseDigitalMusic [True/False] - Enables/Disables Unreal's .umx Music.
  • bSoundAttenuate [True/False]: - Attenuates Soundsources which are behind walls etc.

New maps can be enhanced with the following ambients (placed as zoneinfo "EAXZone" in UED) :

  • REVERB_PRESET_GENERIC
  • REVERB_PRESET_PADDEDCELL
  • REVERB_PRESET_ROOM
  • REVERB_PRESET_BATHROOM
  • REVERB_PRESET_LIVINGROOM
  • REVERB_PRESET_STONEROOM
  • REVERB_PRESET_AUDITORIUM
  • REVERB_PRESET_CONCERTHALL
  • REVERB_PRESET_CAVE
  • REVERB_PRESET_ARENA
  • REVERB_PRESET_HANGAR
  • REVERB_PRESET_CARPETTEDHALLWAY
  • REVERB_PRESET_HALLWAY
  • REVERB_PRESET_STONECORRIDOR=
  • REVERB_PRESET_ALLEY
  • REVERB_PRESET_FOREST
  • REVERB_PRESET_CITY
  • REVERB_PRESET_MOUNTAINS
  • REVERB_PRESET_QUARRY
  • REVERB_PRESET_PLAIN
  • REVERB_PRESET_PARKINGLOT
  • REVERB_PRESET_SEWERPIPE
  • REVERB_PRESET_UNDERWATER
  • REVERB_PRESET_DRUGGED
  • REVERB_PRESET_DIZZY
  • REVERB_PRESET_PSYCHOTIC
  • REVERB_PRESET_CASTLE_SMALLROOM
  • REVERB_PRESET_CASTLE_SHORTPASSAGE
  • REVERB_PRESET_CASTLE_MEDIUMROOM
  • REVERB_PRESET_CASTLE_LONGPASSAGE
  • REVERB_PRESET_CASTLE_LARGEROOM
  • REVERB_PRESET_CASTLE_HALL
  • REVERB_PRESET_CASTLE_CUPBOARD
  • REVERB_PRESET_CASTLE_COURTYARD
  • REVERB_PRESET_CASTLE_ALCOVE
  • REVERB_PRESET_FACTORY_ALCOVE
  • REVERB_PRESET_FACTORY_SHORTPASSAGE
  • REVERB_PRESET_FACTORY_MEDIUMROOM
  • REVERB_PRESET_FACTORY_LONGPASSAGE
  • REVERB_PRESET_FACTORY_LARGEROOM
  • REVERB_PRESET_FACTORY_HALL
  • REVERB_PRESET_FACTORY_CUPBOARD
  • REVERB_PRESET_FACTORY_COURTYARD
  • REVERB_PRESET_FACTORY_SMALLROOM
  • REVERB_PRESET_ICEPALACE_ALCOVE
  • REVERB_PRESET_ICEPALACE_SHORTPASSAGE
  • REVERB_PRESET_ICEPALACE_MEDIUMROOM
  • REVERB_PRESET_ICEPALACE_LONGPASSAGE
  • REVERB_PRESET_ICEPALACE_LARGEROOM
  • REVERB_PRESET_ICEPALACE_HALL
  • REVERB_PRESET_ICEPALACE_CUPBOARD
  • REVERB_PRESET_ICEPALACE_COURTYARD
  • REVERB_PRESET_ICEPALACE_SMALLROOM
  • REVERB_PRESET_SPACESTATION_ALCOVE
  • REVERB_PRESET_SPACESTATION_MEDIUMROOM
  • REVERB_PRESET_SPACESTATION_SHORTPASSAGE
  • REVERB_PRESET_SPACESTATION_LONGPASSAGE
  • REVERB_PRESET_SPACESTATION_LARGEROOM
  • REVERB_PRESET_SPACESTATION_HALL
  • REVERB_PRESET_SPACESTATION_CUPBOARD
  • REVERB_PRESET_SPACESTATION_SMALLROOM
  • REVERB_PRESET_WOODEN_ALCOVE
  • REVERB_PRESET_WOODEN_SHORTPASSAGE
  • REVERB_PRESET_WOODEN_MEDIUMROOM
  • REVERB_PRESET_WOODEN_LONGPASSAGE
  • REVERB_PRESET_WOODEN_LARGEROOM
  • REVERB_PRESET_WOODEN_HALL
  • REVERB_PRESET_WOODEN_CUPBOARD
  • REVERB_PRESET_WOODEN_SMALLROOM
  • REVERB_PRESET_WOODEN_COURTYARD
  • REVERB_PRESET_SPORT_EMPTYSTADIUM
  • REVERB_PRESET_SPORT_SQUASHCOURT
  • REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL
  • REVERB_PRESET_SPORT_LARGESWIMMINGPOOL
  • REVERB_PRESET_SPORT_GYMNASIUM
  • REVERB_PRESET_SPORT_FULLSTADIUM
  • REVERB_PRESET_SPORT_STADIUMTANNOY
  • REVERB_PRESET_PREFAB_WORKSHOP
  • REVERB_PRESET_PREFAB_SCHOOLROOM
  • REVERB_PRESET_PREFAB_PRACTISEROOM
  • REVERB_PRESET_PREFAB_OUTHOUSE
  • REVERB_PRESET_PREFAB_CARAVAN
  • REVERB_PRESET_DOME_TOMB
  • REVERB_PRESET_PIPE_SMALL
  • REVERB_PRESET_DOME_SAINTPAULS
  • REVERB_PRESET_PIPE_LONGTHIN
  • REVERB_PRESET_PIPE_LARGE
  • REVERB_PRESET_PIPE_RESONANT
  • REVERB_PRESET_OUTDOORS_BACKYARD
  • REVERB_PRESET_OUTDOORS_ROLLINGPLAINS
  • REVERB_PRESET_OUTDOORS_DEEPCANYON
  • REVERB_PRESET_OUTDOORS_CREEK
  • REVERB_PRESET_OUTDOORS_VALLEY
  • REVERB_PRESET_MOOD_HEAVEN
  • REVERB_PRESET_MOOD_HELL
  • REVERB_PRESET_MOOD_MEMORY
  • REVERB_PRESET_DRIVING_COMMENTATOR
  • REVERB_PRESET_DRIVING_PITGARAGE
  • REVERB_PRESET_DRIVING_INCAR_RACER
  • REVERB_PRESET_DRIVING_INCAR_SPORTS
  • REVERB_PRESET_DRIVING_INCAR_LUXURY
  • REVERB_PRESET_DRIVING_FULLGRANDSTAND
  • REVERB_PRESET_DRIVING_EMPTYGRANDSTAND
  • REVERB_PRESET_DRIVING_TUNNEL
  • REVERB_PRESET_CITY_STREETS
  • REVERB_PRESET_CITY_SUBWAY
  • REVERB_PRESET_CITY_MUSEUM
  • REVERB_PRESET_CITY_LIBRARY
  • REVERB_PRESET_CITY_UNDERPASS
  • REVERB_PRESET_CITY_ABANDONED
  • REVERB_PRESET_DUSTYROOM
  • REVERB_PRESET_CHAPEL
  • REVERB_PRESET_SMALLWATERROOM

And can be combined (but mustn't be) with specific custom settings:

  • EFXflAirAbsorptionGainHF GCC_PACK(4);
  • EFXflDecayHFRatio;
  • EFXflDecayLFRatio;
  • EFXflDecayTime;
  • EFXflDensity;
  • EFXflDiffusion;
  • EFXflEchoDepth;
  • EFXflEchoTime;
  • EFXflGain;
  • EFXflGainHF;
  • EFXflGainLF;
  • EFXflHFReference;
  • EFXflLFReference;
  • EFXflLateReverbDelay;
  • EFXflLateReverbGain;
  • EFXflReflectionsPanX;
  • EFXflReflectionsPanY;
  • EFXflReflectionsPanZ;
  • EFXflRoomRolloffFactor;

FMOD

Drivers -> AudioDevice -> FMODAudioDrv.FMODAudioDevice, and for detailed settings Audio -> FMOD 3D:

FMOD supports the original Unreal Reverb (echoes) - like the old versions - good examples are Vortex2 and Nyleve, but it does not support EAX effects. It supports OGG music and is currently a good choice for any recent soundcard including Low-End cards and dual-speaker systems.

FMOD’s runtime dlls are included in the package, the original and new versions can be found at www.fmod.org, but if you use a more recent version than the one within this package, it may not work. Be sure to have the latest drivers for your Soundcard installed.

Here are the details for the settings:

  • UseReverb [True/False] - The effect of this action depends on the value of UseHardwareChannels. If this option is true, it reproduces the original Unreal echoes. If instead it’s false, it will play OpenAL-like echoes.
  • UseOriginalUnreal [True/False] - If true, uses the linear rolloff sound model, otherwise it uses inverse distance rolloff.
  • UseHardwareChannels [True/False] - If true, makes use of hardware acceleration on the sound card, at the cost of the original echoes. Otherwise, it uses software buffers in order to process sound.
  • Speakers [Dolbydigital/Headphones/Mono/Quad/Stereo/Surround] - Specifies your speaker setup.
  • Channels [64/...] - Specifies the number of sound channels. Only most recent cards support 64+ hardware channels, so be careful when using this option as well as UseHardwareChannels. Depends on CPU power and memory when using Software.
  • AmbientFactor [0.7/...] - Specifies the loudness of Unreal's ambient sounds, like background sounds such as frogs and the like. EAX ambients aren't affected by this.
  • OutputRate [8000/11025/16000/22050/32000/44100/48000] - Output frequency. Recommended 44100 (CD quality).

Settings for UnrealEd (Reverb in ZoneInfo):

  • bRayTraceReverb [True/False] - Raytraces the reverb effects within the Zone.
  • bReverbZone [True/False] - Applies reverb to all sounds in the zone.
  • CutoffHz [Integer] - Cuts off reverb effects at the selected frequency.
  • Delay [Integer] - Time in milliseconds that each reverb stage is delayed.
  • Gain [Integer] - Specifies the volume for each of the reverb stages.
  • MasterGain [Integer] - Specifies the amount of gain for all reverb effects on the zone.
  • SpeedOfSound [Float] - Specifies the speed of sound within the zone.
  • bSoundAttenuate [True/False] - Attenuates SoundSources behind walls.

SwFMODEx

An experimental version of FModEX for Unreal.