OpenAL

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

OpenAL is far from beeing that popular like OpenGL is, the idea is the same, but instead of Video its for Audio. Currently developed and maintained by www.creativelabs.com.

What is it for ?

For the same reason i started to make the OpenGL patches i never was satisfied with the orginal Unreal sound- but since we had to do much work from scratch it took far longer than OpenGL did. OpenAL main target is to support fully 5.1 (Surround)Soundsystems. Best support is on CreativeLabs Cards and probably other High-End Soundsystems. Low-End and Onboard-Audio should do as well, but need more testing. Should do better even on 2 speaker setup than the original Galaxy-Sounddriver.

Set in Advanced Options / Drivers / AudioDevice / ALAudio.ALAudioSubsystem

The advantages of it are:

  • True Surround Sound (means you now can really hear where your opponents are, 100% precise)
  • Hardware Sound (how many channels usable depends on the used Soundcard)
  • Support for Reverb (unfortunately not the original implemented modell, not possible with hardware sound, and maybe

never will).

  • EFX for different ambients: Zones within Unreal now have a special „ambient“ for every type like Water, Lava, Slime,

Nitrogen and Tarzone.

  • Music Output based on FMOD: www.fmod.org

Here are the details for the settings:

  • DopplerFactor – [1.0/...]
  • Factor for doppler effect. If you don't know whats doppler is, leave as is.
  • UseOriginalUnreal – [True/False]

- True : use use linear rolloff sound model, like unreal did

- False : use inverse distance rolloff model like current game do, (maybe not the best in this case)

  • UseReverb – [True/False] enable Reverb and EFX effects, including Ambients
  • AmbientFactor - [0.7/...]

- Loudness of unreal ambient sounds, like background sounds (frogs and such), EAX Ambients are not affected by this.

  • ALDevices

- A list of all available Sounddevices in the System. Use DirectSound for Software Rendering, DirectSound3D or specific

Creative-Labs Cards (like SB-Live, Audigy) for Hardware

  • Channels – [64/...]

- How many 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 sometimes seems to 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 Hardwarechannels. 64 is recommended.

  • OutputRate – [8000,11025,16000,22050,32000,44100,48000]

- Frequency of the output. Best to leave it at 44100Hz

  • UseDigitalMusic – [True/False]

- Enables/Disables Unreal Music

  • bSoundAttenuate [True/False]:

- Attenuate 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 must'nt be) with specific custom settings:

- EFXflAirAbsorptionGainHF

- EFXflDecayHFRatio

- EFXflDecayLFRatio

- EFXflDecayTime

- EFXflDensity

- EFXflDiffusion

- EFXflEchoDepth

- EFXflEchoTime

- EFXflGain

- EFXflGainHF

- EFXflGainLF

- EFXflHFReference

- EFXflLFReference

- EFXflLateReverbDelay

- EFXflLateReverbGain

- EFXflReflectionsPanX

- EFXflReflectionsPanY

- EFXflReflectionsPanZ

- EFXflRoomRolloffFactor

Details can be found in the EffectsExtensionGuide.pdf file which is included in this package.