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Very Hot Topic (More than 25 Replies) ALAudio for UnrealTournament - development and links (Read 69945 times)
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Re: ALAudio for UnrealTournament - development and links
Reply #45 - Jun 14th, 2015 at 3:58am
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Smirftsch wrote on Jun 14th, 2015 at 3:34am:
yeah, forgot that the game isn't having a menu for that. Guess have to change something here yet.

Maybe we should add some small package like UALAudioConfigUI which adds a settings menu with ALAudio specific options. Having easy access to MusicAmplify option would be useful too.

/edit:
Another (additional) idea would be to have some setting like UseSpeechVolume, which selects whether the SLOT_Talk uses SpeechVolume or SoundVolume.
  

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ALAudio for UnrealTournament and affinity settings for unrealtournament.exe
Reply #46 - Jul 16th, 2015 at 6:25pm
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hi all.
thanks for all the work on the unreal tournament updates!

i guess i should leave a report here since i can't find any existing notes on the issue i'm going to describe.

i use gog.com ut version, it's patched to v436. my system specs are: win 7 x64, phenomII x4 cpu, geforce gtx550 ti video. i have OMP0.99b patch and the latest OpenAL_v1.6 from this topic installed, as well as xc_engine.dll from ut99.org.

looks like it's impossible for me to use openal audio if i set affinity for unrealtournament.exe to a single core. the initial flyby sequence works, but the game crashes as soon as i enter main menu, and ALAudio.dll is mentioned in the crash message. when i remove affinity settings, everything seems to work fine.

the thing is, the unreal tournament installer from gog.com forces the compatibility setting for the game in windows registry, which makes unrealtournament.exe to always run on a single core. the compatibility flag is set in the following registry entry:

HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Custom\

i'll leave this topic at gog.com forums as a reference:

http://www.gog.com/forum/unreal_series/unreal_tournament_goty_compatibility_flag...

you may want to delete the registry key with this compatibility flag manually to run ut with openal without issues, as i had to do. since quite a few people are probably going to use gog.com version of unreal tournament, or change affinity for the ut executable by other means, it's probably worth to include the info above into readme file for the current alaudio driver beta download.

i don't know how reliable it is to run ut on modern multi-core cpus without forcing it to single core mode. using the updated opengl/dx9 renderers from OMP0.99b and xc_engine.dll, i haven't noticed any immediate issues. i have run a few custom levels from operation na pali, 7 bullets and project xenome packs so far for testing purposes, they performed seemingly fine with OpenAL_v1.6 package.
  
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Re: ALAudio for UnrealTournament - development and links
Reply #47 - Jul 17th, 2015 at 7:03am
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First off, welcome Wink

Background is, OpenAL initializes a second thread for music decoding and buffering and this thread usually runs on an other core so at least this work hasn't to be done in the main core UT is running on and makes OpenAL perform better than f.e. Galaxy (made 1-2 fps on my testsystems).
Forcing to one CPU SHOULDN'T do any harm, I tested it with this config as well and it was running flawless for me- however, in version 1.6 there is still a bug causing it to eat up more CPU than necessary and I was reported already that this seems to cause trouble and crashes on some systems.
Will create a new version soon, also have to take care about the separate speech volume (anything that uses SLOT_Talk) which isn't considered in current version yet, the user is forced to set it up via advanced options.

So, now to the single core enforcement, Unreal 227 does that as well, but only for the main process not for the OpenAL thread and this is causing no trouble at all.
I have to admit at this point that I don't know (yet) how xc_engine does it or how the compatibility flag is handling it, maybe this covers child threads as well there (probably safe to assume it does).

To cut  a long story short- next version might fix the crash then, but even then it would still leave the disadvantage that the work for music decoding and buffering can't be done in a different core- no life critical issue, but still sad Wink

Guess I need to investigate this compatibility thing. Thanks for input !
  

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Re: ALAudio for UnrealTournament - development and links
Reply #48 - Jul 18th, 2015 at 9:06am
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xc_engine.dll doesn't matter. I tried to force a single core in the original 436 version, and this caused to crash after pressing esc while the intro. Crash stop if I chose Galaxy.
  

Sorry for my bad English
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Re: ALAudio for UnrealTournament - development and links
Reply #49 - Jul 18th, 2015 at 11:56pm
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@Smirftsch

thanks for the info!  Smiley
xc_engine readme claims it does nothing with affinity, it says a multi core fix is still needed when using the custom dll. but i can't notice any inconsistent game speeds so far on my quad core cpu after disabling affinity fixes. don't know what to expect on other systems with the same setup.

@sn260591

yes, that sounds like the same issue i described
  
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Re: ALAudio for UnrealTournament - development and links
Reply #50 - Jul 19th, 2015 at 1:08pm
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try this one:
www.oldunreal.com/betatest/OpenAL_v1.7_UT.7z

this version also contains a new option "UseSpeechVolume" which defaults to false for UT at the moment. With this option set to true SpeechVolume affects all "SLOT_Talk" sounds, but UT doesn't have an UMenu option for that.
  

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Re: ALAudio for UnrealTournament - development and links
Reply #51 - Jul 20th, 2015 at 4:33pm
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Smirftsch wrote on Jul 19th, 2015 at 1:08pm:
try this one:
www.oldunreal.com/betatest/OpenAL_v1.7_UT.7z

this version also contains a new option "UseSpeechVolume" which defaults to false for UT at the moment. With this option set to true SpeechVolume affects all "SLOT_Talk" sounds, but UT doesn't have an UMenu option for that.

Now UT began to crash every time at start.
  

Sorry for my bad English
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Re: ALAudio for UnrealTournament - development and links
Reply #52 - Jul 20th, 2015 at 5:57pm
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that makes even less sense. Weird it won't crash for me if setting affinity to one core. Wondering what's the difference here...
Can you provide me some logs (pastebin.com or so)?
  

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Re: ALAudio for UnrealTournament - development and links
Reply #53 - Jul 21st, 2015 at 1:03pm
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Code
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Log: Log file open, 07/21/15 15:39:37
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:\Steam\SteamApps\common\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: USER
Init: User: USER
Init: Memory total: Phys=2097151K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2671.697117 MHz
Init: CPU Page size=4096, Processors=2
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 65536
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log:    display (Первичный видеодрайвер)
Init: DirectDraw 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=ANTOMANYAK?Class=Botpack.TMale2?team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Rankin?Voice=BotPack.VoiceMaleTwo?OverrideClass=
Log: LoadMap: CityIntro.unr?Name=ANTOMANYAK?Class=Botpack.TMale2?team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Rankin?Voice=BotPack.VoiceMaleTwo?OverrideClass=
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 16406->16405; refs: 224625
Log: Game class is 'UTIntro'
Log: Level is Level CityIntro.MyLevel
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=ANTOMANYAK?Class=Botpack.TMale2?team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Rankin?Voice=BotPack.VoiceMaleTwo?OverrideClass=
ScriptLog: Base Mutator is CityIntro.Mutator1
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 0
ScriptLog: Login: ANTOMANYAK
Log: Possessed PlayerPawn: TMale2 CityIntro.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D9Drv.dll
Log: Initializing D3D9Drv...
Log: Enter SetRes()
Log: D3D adapter driver      : aticfx32.dll
Log: D3D adapter description : ATI Radeon HD 4800 Series
Log: D3D adapter id          : 0x1002:0x9440
Init: Depth bits: 24
Log: 8 Texture Mapping Units found
Log: MaxAnisotropy = 16
Log: Trying to use S3TC extension.
Log: MinLogTextureSize = 2
Log: MaxLogTextureSize = 13
Log: UseDetailAlpha = 1
Log: Bound to ALAudio.dll
Log: ALAudio.ALAudioSubsystem.ALDevices
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: OpenAL Soft
DevAudio: ALAudio: Initialized with rate 44100
DevAudio: ALAudio: Using OutputRate of 44100 Hz for audio output
DevAudio: ALAudio: Using SampleRate of 44100 Hz for libxmp
Init: OpenAL Effects Extension version 1.0 found.
DevAudio: Successfully loaded OpenAL Effects Extension functions.
Init: ALAudio: EFX initialized.
Init: ALAudio: Version 1.1 ALSOFT 1.16.0 found
Init: ALAudio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 1.112103 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=ANTOMANYAK
Log: URL: Adding default option Class=Botpack.TMale2
Log: URL: Adding default option team=0
Log: URL: Adding default option skin=SoldierSkins.sldr
Log: URL: Adding default option Face=SoldierSkins.Rankin
Log: URL: Adding default option Voice=BotPack.VoiceMaleTwo
Log: 



Also, I have no problems in Unreal 227i with new ALAudio.
  

Sorry for my bad English
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Re: ALAudio for UnrealTournament - development and links
Reply #54 - Aug 3rd, 2015 at 4:38pm
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I noticed one more bug: starting with version 1.6, switching of bSoundAttenuate in false doesn't yield result.
  

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Re: ALAudio for UnrealTournament - development and links
Reply #55 - Aug 4th, 2015 at 7:03am
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there was no change regarding that and I see no problems in code with it, will test it.
  

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Re: ALAudio for UnrealTournament - development and links
Reply #56 - Aug 4th, 2015 at 9:21am
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You can test this map http://www.mediafire.com/download/j5lkbuysz7yykq9
The bug is also present in the 227i.
  

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Re: ALAudio for UnrealTournament - development and links
Reply #57 - Aug 4th, 2015 at 11:50am
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thanks, will have a look Smiley
  

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Re: ALAudio for UnrealTournament - development and links
Reply #58 - Aug 4th, 2015 at 2:25pm
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www.oldunreal.com/betatest/OpenAL_v1.8_UT.7z

Crashfix for 1 CPU affinity (well, I hope).

Tried the attenuation, seems to do fine on my main system. But will try on an other system yet.

/han
updated link.
« Last Edit: Aug 5th, 2015 at 1:37am by han »  

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Re: ALAudio for UnrealTournament - development and links
Reply #59 - Aug 4th, 2015 at 8:19pm
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I had the same crashes in UT with v1.7
v1.8 solved the problem, thx!

But your link does not seem to work, this one works: http://www.oldunreal.com/betatest/OpenAL_v1.8_UT.7z
  

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