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Very Hot Topic (More than 25 Replies) ALAudio for UnrealTournament - development and links (Read 63121 times)
Smirftsch
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Re: ALAudio for UnrealTournament - development and links
Reply #165 - Aug 10th, 2017 at 6:27am
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perhaps you want to check on http://xmp.sourceforge.net/libxmp.html
for more technical details Smiley
  

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David_OSU
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Re: ALAudio for UnrealTournament - development and links
Reply #166 - Aug 10th, 2017 at 6:26pm
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Smirftsch wrote on Aug 10th, 2017 at 6:27am:
perhaps you want to check on http://xmp.sourceforge.net/libxmp.html
for more technical details Smiley

Interesting.  In the XMP documentation the defaults are given as:
  • stereo mix = 70
    default pan = 100

These are a little different than the defaults you provided in the first post:
  • stereo mix = 100
    default pan = 50

I found that default pan at 100 sounds better, still need to play around with stereo mix.

FYI, the SpeechVolume does not affect the narrator speech in RTNP, unfortunately.  Still need to try it with ONP.  It does affect creature noises, which could use a slight boost to keep them from being masked by the weapon sounds.
  
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Re: ALAudio for UnrealTournament - development and links
Reply #167 - Aug 11th, 2017 at 7:31am
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the panning was the result of some complains about it when people compared it with galaxy, but therefor it is a setting, so anyone can adjust it themselves Wink
  

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C°i
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Re: ALAudio for UnrealTournament - development and links
Reply #168 - Jul 15th, 2019 at 9:11pm
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Are there any instructions for the installation of UT99 ALAudio or is putting these files in your System folder (and setting AudioDevice=ALAudio.ALAudioSubsystem) sufficient?


I have a specific problem with SpecialEvents playing sounds simultaneously at unequal volumes. It seems that concurrent audio events will somehow randomly gain priority over each other causing one sound effect to be very loud but the others very silent.

The only AudioDevice that doesn't have this problem is GalaxyAudioSubsystem: all effects play nicely in sync and do not override each other or something like that. However, I cannot increase the channels beyond 32 there (which I need for my special application). Could anyone point me to a solution? Thanks
  
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Re: ALAudio for UnrealTournament - development and links
Reply #169 - Jul 16th, 2019 at 12:26pm
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C°i wrote on Jul 15th, 2019 at 9:11pm:
Are there any instructions for the installation of UT99 ALAudio or is putting these files in your System folder (and setting AudioDevice=ALAudio.ALAudioSubsystem) sufficient?


I have a specific problem with SpecialEvents playing sounds simultaneously at unequal volumes. It seems that concurrent audio events will somehow randomly gain priority over each other causing one sound effect to be very loud but the others very silent.

The only AudioDevice that doesn't have this problem is GalaxyAudioSubsystem: all effects play nicely in sync and do not override each other or something like that. However, I cannot increase the channels beyond 32 there (which I need for my special application). Could anyone point me to a solution? Thanks

First of all, set bSoundAttenuate to False.
If this does not help, try with the old version of OpenAL https://www.oldunreal.com/betatest/OpenAL_v2.2_UT.7z
  

Sorry for my bad English
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Re: ALAudio for UnrealTournament - development and links
Reply #170 - Dec 4th, 2019 at 10:14pm
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I placed EFX in a map, but nothing changes in game. I'm using Alaudio device, but in game there is no echo.
  
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