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Very Hot Topic (More than 25 Replies) ALAudio for DeusEx - development and links (Read 39290 times)
Shade
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Re: ALAudio for DeusEx - development and links
Reply #15 - Feb 15th, 2015 at 3:33am
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Oh, I see. Thanks, I didn't expect that. Coincidentally, I actually have all those runtimes (2005, 2008, and 2010) installed in both 64- and 32-bit versions. Other applications that use them seem to work, so I'm fairly certain that they are not broken. Is there anything else could I try?

EDIT: For the millionth time I uninstalled and reinstalled the runtimes for VC2005 and it just started working out of the blue. I hate when this happens, giving me no means to replicate the fix if I ever need it again.

Now I have more of a question than a problem. Hardware 3D Support option can't be turned on and the number of channels can't be increased from 4. This is with the system OpenAL, not with the software emulation that comes with the patch (I simply renamed OpenAL32.dll). Is this how it's supposed to work for now? Here's the relevant part of the log:

Quote:
Log: Bound to ALAudio.dll
Log: OpenAL: ALDEVICES found 1:SBXFiAudio0001
Log: OpenAL: ALDEVICES found 2:GenericSoftware
Log: Loading: Package ALAudio
Log: OpenAL: ALDevice 0, OutputRate Enum 5
DevAudio: OpenAL: rate 44100
Init: OpenAL: Selected ALDevice is: 0
Warning: OpenAL: Failed, trying (again) default device
Log: OpenAL: We are using OpenAL device: SB X-Fi Audio [0001]
Log: OpenAL: ALURE successfully initialized using SB X-Fi Audio [0001].
Log: OpenAL: EFX Extensions found
Log: OpenAL: Check for EFX Version - OK

Init: OpenAL: EFX initialized.
Init: OpenAL: Version OpenAL version 1.1 found
Init: OpenAL: Audio subsystem initialized.


And here's the config from DeusEx.ini:

Quote:
[ALAudio.ALAudioSubsystem]
UseReverb=True
EmulateOldReverb=True
ProbeDevicesOnly=False
UseDigitalMusic=True
bSoundAttenuate=True
UseOriginalUnreal=True
DopplerFactor=0.010000
OldReverbIntensity=1.000000
AmbientFactor=0.700000
MusicAmplify=0
MusicStereoMix=70
MusicPanSeparation=50
Channels=64
MusicVolume=127
SpeechVolume=255
SoundVolume=204
OutputRate=44100Hz
MusicDsp=DSP_LOWPASS
MusicInterpolation=SPLINE
ALDevices=DefaultDevice


Another question is why does it try to use device #0 and fails, then falls back on #1, when it clearly identifies that there's only #1 and #2 present?

Also, as you can see, I have bSoundAttenuate set to true... why would anyone want it set otherwise?

EDIT 2: ...and, by the way, with the OpenAL driver, lips don't move (just look at the faces during intro).
« Last Edit: Feb 16th, 2015 at 10:17am by Shade »  
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Smirftsch
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Re: ALAudio for DeusEx - development and links
Reply #16 - Jun 13th, 2015 at 2:41pm
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Re: ALAudio for DeusEx - development and links
Reply #17 - Jun 14th, 2015 at 2:08am
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On my quad core system i was running 4 instances of the game at the same time (1 listen server, 3 clients). And i get plenty of "HX.exe has stopped working". Tried starting debugger and it yields sth. inside libxmp.dll. The three clients were muted inside windows, but should not matter. Tried again with galaxy and it worked again.
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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Re: ALAudio for DeusEx - development and links
Reply #18 - Jun 14th, 2015 at 3:33am
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han wrote on Jun 14th, 2015 at 2:08am:
i was running 4 instances of the game at the same time


Don't do that.
  

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Re: ALAudio for DeusEx - development and links
Reply #19 - Aug 9th, 2015 at 7:19am
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http://www.oldunreal.com/betatest/OpenAL_v1.9_DeusEx.7z

Updated to 1.9 as well. Details in the first post as usual.
  

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Re: ALAudio for DeusEx - development and links
Reply #20 - Aug 9th, 2015 at 7:57am
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DX Revision team is in the know of this update?
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Re: ALAudio for DeusEx - development and links
Reply #21 - Aug 9th, 2015 at 8:32am
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Actually a member of Revision team is working on ALAudio too. :>
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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Re: ALAudio for DeusEx - development and links
Reply #22 - Nov 27th, 2015 at 5:33pm
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Added update to version 2.2 finally with lipsynch support!!!!
Great job Han!
  

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Re: ALAudio for DeusEx - development and links
Reply #23 - Nov 28th, 2015 at 1:02pm
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Very nice!

Two things I've noticed that differs from Galaxy:

On level transitions the music stops, so that's a bit jarring.
In 02_NYC_Bar there is no music during conversations while in Galaxy there were (admittedly the same music as ambient). Haven't tested other conversations but might be an issue with re-playing the same track as it's playing.

In Revision it's totally broken, but I suspect it might be related to the re-playing issue so I'll test that again once that has been sorted.

  
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Re: ALAudio for DeusEx - development and links
Reply #24 - Nov 28th, 2015 at 2:41pm
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unsuppress DevAudio and DevMusic and check the logs for the corresponding messages.
  

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Re: ALAudio for DeusEx - development and links
Reply #25 - May 6th, 2016 at 8:20am
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OpenAL_v2.4.7_DeusEx.7z added. As usual, details on first page.
  

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Re: ALAudio for DeusEx - development and links
Reply #26 - May 10th, 2016 at 5:22am
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Thanks so much for developing this. Y'all are doing god's work.

I was just reinstalling DX the other day and trying to figure out the optimal sound settings. I'm really big on 3D audio so I have a Creative X-Fi Titanium HD, the last card with native hardware support for EAX. It's good for restoring the audio in many old games.

Anyway, I installed your latest OpenAL and enabled HRTF but seemed to have a problem where the sound would jump between rear channels instead of panning smoothly, and making a sound jump quickly also sometimes triggered a bit of static.

I decided to add the game to Creative Alchemy, which copied the Alchemy dsound.dll into the DX system folder. When next I started the game Dolby and Hardware 3D audio were both checked, and the panning problem was fixed. It sounded great.

I continued configuring other stuff and the next time I looked Dolby and Hardware 3D were no longer enabled, and could not be enabled unless I switched back to Galaxy audio.

Between vanilla DX, Kentie's launcher, and Hanfling's I tried to get Dolby and Hardware 3D enabled under OpenAL for over an hour, nothing worked. So now I'm wondering if I was hallucinating that one time I thought I had it all enabled and sounding good.

Also, testing now, two days later, directsound with OpenAL HRTF enabled (and no Alchemy dsound.dll) sounds good. So I'm set, really. I just would like an official word on if the Dolby and Hardware 3D audio settings are completely depreciated under OpenAL, or not. Thanks again!

Edit: One oddity I notice is that as footsteps recede into the distance, they grow softer but then at a certain point (maybe 1/4 or 1/5 volume?) suddenly become inaudible instead of continuing to decline smoothly into silence. I wonder if this is as intended or could use more tweaking? (Dunno if it's noticeable beyond just footsteps, I haven't played much yet.)
  
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Re: ALAudio for DeusEx - development and links
Reply #27 - May 10th, 2016 at 6:03am
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hello and welcome Smiley

Well, it's that although ALAudio still can be run with Creative Labs dll and make use of hardware audio acceleration, I switched to OpenALSoft, which again does NOT support this.
Why? The explanation is rather simple, OpenAL hasn't been developed any further by Creative and hardware acceleration have been dropped. Some version of the (in the driver) included OpenAL32.ll seem to cause weird distortions. I think we also have a corresponding discussion in the UT section of ALAudio.

The in ALAudio used effects are EFX based and don't need it and there is almost no measurable disadvantage in speed because of it.
Now to the advantages- it offers "unlimited" effect channels (well, depending on hardware resources only), HRTF is a new invention in OpenALSoft only works with OpenALSoft and some technical coding advantages.
I personally suggest using the included OpenALSoft because of that.

Now the footsteps, I think what you describe here is the in game engine set radius, after which it definitely drops it and there is not much right now we can do (maybe Han knows a way though).
  

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Re: ALAudio for DeusEx - development and links
Reply #28 - May 10th, 2016 at 7:20am
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Hi Smirftsch,

Thanks for your reply! Makes sense.

I'm actually a big fan of OpenALSoft and try to use it in as many games as I can to reap the benefits of that wonderful HRTF.

But I'm also still in the honeymoon phase with this "new" X-Fi card I got so I also try to ensure that I use all its old-timey features whenever possible (mostly enabling EAX). But I see it's not relevant in this case. Smiley

P.S. You have 3475x more posts than me!
  
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Re: ALAudio for DeusEx - development and links
Reply #29 - May 10th, 2016 at 8:25am
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Alexandra wrote on May 10th, 2016 at 7:20am:
Thanks for your reply! Makes sense.

Glad to be of service Smiley

Alexandra wrote on May 10th, 2016 at 7:20am:
I'm actually a big fan of OpenALSoft and try to use it in as many games as I can to reap the benefits of that wonderful HRTF.

But I'm also still in the honeymoon phase with this "new" X-Fi card I got so I also try to ensure that I use all its old-timey features whenever possible (mostly enabling EAX). But I see it's not relevant in this case. Smiley

yes, I've got a X-Fi myself and I still think it's sad what Creative made out of OpenAL and the hardware acceleration, but then again I see that it doesn't make a real difference anymore on nowadays machines, so things are as they are, I do not intend wasting time or energy worrying about that.

Alexandra wrote on May 10th, 2016 at 7:20am:
P.S. You have 3475x more posts than me!

Doing this here for a little while already Wink
  

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