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Hot Topic (More than 10 Replies) New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune (Read 5560 times)
Smirftsch
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New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Nov 27th, 2015 at 6:33pm
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Check the specific topics, enjoy and report bugs Wink
  

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lowenz
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #1 - Nov 28th, 2015 at 4:32pm
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Smirftsch wrote on Nov 27th, 2015 at 6:33pm:
Check the specific topics, enjoy and report bugs Wink

Unreal, UT, Rune ini(s) have 2 "SoundVolume" entries.
DX (Revision?) ini is correct but it has no "UseSpeechVolume" entry
  

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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Smirftsch
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #2 - Nov 28th, 2015 at 4:57pm
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sorry for SoundVolume, but UseSpeechVolume ain't needed in DX because in use as default feature Smiley
  

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lowenz
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #3 - Nov 28th, 2015 at 5:38pm
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Smirftsch wrote on Nov 28th, 2015 at 4:57pm:
sorry for SoundVolume, but UseSpeechVolume ain't needed in DX because in use as default feature Smiley

Thanks!

About DX/Revision: my ini, after the first launch and in-game configuration (volume levels), is automatically changed to:

[ALAudio.ALAudioSubsystem]
ALDevice=SpeakersCreativeSBAudigy2ZSWDMonOpenALSoft
OutputRateNum=44100Hz
SampleRateNum=44100Hz
SoundVolume=178
SpeechVolume=178
MusicVolume=127
EffectsChannels=64
AmbientFactor=0.700000
DopplerFactor=0.010000
UseOriginalUnreal=True
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=100
MusicAmplify=1
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=0.200000
ProbeDevicesOnly=False
UseHRTF=Autodetect
UseAutoSampleRate=False
OutputRate=44100Hz
sampleRate=44100Hz


*what is the difference between "OutputRateNum" and "OutputRate" (and the same for "sampleRate")
*what is "UseOriginalUnreal" ? (it's not another "EmulateOldReverb", right?)
*The *other* values for "UseHRTF" ?
  

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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han
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #4 - Nov 28th, 2015 at 6:49pm
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The *Num versions are outdated in the ini section. For other values for UseHRTF just check the preferences dialogue.
  

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rdy2bz
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #5 - Nov 28th, 2015 at 9:10pm
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If anyone else needs a tutorial to set up their own HRTF function:
This tutorial (Win+Linux) did it for me.

The result is nothing short of fantastic! Great work!

Now it's just the EAX effects that keeps me back from using openAL all the time. There isn't a chance to active the EAX effects from the EAX patch with openAL Soft on Win7, is there?
  

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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #6 - Nov 29th, 2015 at 6:22am
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What does the option UseAutoSampleRate?

I also noticed that in ut effects of an echo changed. This is as it should be?
« Last Edit: Nov 29th, 2015 at 9:00am by sn260591 »  

Sorry for my bad English
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Smirftsch
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #7 - Nov 29th, 2015 at 11:26am
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rdy2bz wrote on Nov 28th, 2015 at 9:10pm:
Now it's just the EAX effects that keeps me back from using openAL all the time. There isn't a chance to active the EAX effects from the EAX patch with openAL Soft on Win7, is there?

I have no idea what you are asking here, there are EFX effects in it in 2 ways, one way is the emulation of the old reverb model and the other one are the environment presets usable from EFX.u - could you elaborate?

sn260591 wrote on Nov 29th, 2015 at 6:22am:
What does the option UseAutoSampleRate?

it is to match tracker output rate with systems (OpenAL) output rate to improve quality.

sn260591 wrote on Nov 29th, 2015 at 6:22am:
I also noticed that in ut effects of an echo changed. This is as it should be?

Could you folks give me a break playing riddles with me? Cheesy
  

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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #8 - Nov 29th, 2015 at 3:56pm
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I'll try to explain step by step: I have a Creative X-Fi sound card, so I figured I could try to get EAX + UT99 working.

- I installed Creative openAL in windows\system32
- I installed ALchemy and added UT
- I installed the EAX patch, so I have the patched galaxy.dll under system, as well as the eaxman.dll and all those .eal-files for standard maps.

This gives me EAX, see the following two videos:
EAX video 1
EAX video 2

So far so good. On the other hand I love the HRTF function of openAL Soft, so I try to get this running, too.

- I installed the most recent ALAudio 2.2 in UT\System
- I created my own profile according to the tutorial I posted earlier and set up openAL Soft to use the created .mhr

This gives me positional sound, see the following two videos:
openAL HRTF video 1
openAL HRTF video 2

What I finally want is to use openAL Soft so I can have the HRTF function. But at the same time I want to have the old EAX effects. Is there a way to enable EAX?
I understand that EFX should be able to do the same, but the thing is I don't find a config to enable it.
  

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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #9 - Nov 29th, 2015 at 4:40pm
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Any chance to see the updated OpenAL support for:
*Deep Space Nine: The Fallen
*Undying
*Wheel of Time
*Rune *CLASSIC* (steam release default OpenAL implementation is *terrible* ) ? Cheesy
  

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: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #10 - Nov 29th, 2015 at 5:09pm
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lowenz wrote on Nov 29th, 2015 at 4:40pm:
Any chance to see the updated OpenAL support for:
*Deep Space Nine: The Fallen
*Undying
*Wheel of Time
*Rune *CLASSIC* (steam release default OpenAL implementation is *terrible* ) ? Cheesy

For Rune Classic, it's likely to happen soon.

For DS9/Undying/WoT there is a good chance that it will happen during the next 1-2 years, as you might be aware of that I'm doing headers for certain UE1 games. But the next game is likely Klingon Honor Guard.
  

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Smirftsch
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #11 - Nov 29th, 2015 at 6:05pm
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rdy2bz wrote on Nov 29th, 2015 at 3:56pm:
I'll try to explain step by step: I have a Creative X-Fi sound card, so I figured I could try to get EAX + UT99 working.

- I installed Creative openAL in windows\system32
- I installed ALchemy and added UT
- I installed the EAX patch, so I have the patched galaxy.dll under system, as well as the eaxman.dll and all those .eal-files for standard maps.

This gives me EAX, see the following two videos:
EAX video 1
EAX video 2

So far so good. On the other hand I love the HRTF function of openAL Soft, so I try to get this running, too.

- I installed the most recent ALAudio 2.2 in UT\System
- I created my own profile according to the tutorial I posted earlier and set up openAL Soft to use the created .mhr

This gives me positional sound, see the following two videos:
openAL HRTF video 1
openAL HRTF video 2

What I finally want is to use openAL Soft so I can have the HRTF function. But at the same time I want to have the old EAX effects. Is there a way to enable EAX?
I understand that EFX should be able to do the same, but the thing is I don't find a config to enable it.


Its been a while I have been using these, but iirc these EAX effects are in use with specially modified levels to initialize it. With the OpenAL patch here you can indeed do the same, as it offers the complete environment set which EAX offered. The "only" thing needed is to modify the maps.
Well "only" I know this is in theory more easy, especially because you would lose online compatibility with these maps then.
So there is no straight way to just "enable" these, the implementation is plain different.
  

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han
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #12 - Nov 29th, 2015 at 7:11pm
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Might be worth to mention that creative cards OpenAL implementation seems to offer/offered an extension implementing exactly the old EAX functionality. However OpenALSoft implements HRTF support and [add long list of other benefits here] so using that is not really an option either.
  

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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #13 - Sep 10th, 2016 at 7:25pm
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hello, im have a problem with start deus ex revision with open al.
Quote:
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:OpenALSoftonCreativeSBXFi
Log: ALAudio: ALDEVICES found 1:OpenALSoftonSPDIFOutCreativeSBXFi
Log: Loading: Package ALAudio
Warning: Failed to load 'ALAudio': Can't find Enum in file 'Enum Engine.ZoneInfo.EAmbients'
Warning: Failed to load 'Class ALAudio.ALAudioSubsystem': Can't find Enum in file 'Enum Engine.ZoneInfo.EAmbients'
Warning: Can't find Enum in file 'Enum Engine.ZoneInfo.EAmbients'


openal version 247/ galaxy is work fine
please help
run on win10 x64 10.586
  
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Re: New ALAudio updates for 224/226/227i/UnrealTournament/DeusEx/Rune
Reply #14 - Oct 26th, 2019 at 3:22pm
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Can you guys PLEASE look into these problems mentioned here for Rune/Rune Classic?

https://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1420981956/29#29
  
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