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OMP 0.3?

This forum is for the new audio renderer for UEngine 1 based games, like Unreal, UnrealTournament, DeusEx and Rune. Missing a Game? Want to develop yourself? Let us know!
StalwartUK

OMP 0.3?

Post by StalwartUK »

When will it be released?

I'm specificaly after the new version of FMOD, which I've heard has several improvments (such as addind the musicorder command which would help me alot).
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Smirftsch
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Re: OMP 0.3?

Post by Smirftsch »

Aside my usual work to stay alive - currently i'm pretty busy with 226z/227 - but yes, you are right. No idea, hope i will find some time soon.
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Turboman.
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Re: OMP 0.3?

Post by Turboman. »

the musicorder fix is one of the things im looking forward to.

but what i would really like to see fixed in the next version is the handling of sounds in specialevents, movers, and triggerlights. In specialevents played sounds dont loop anymore like they were supposed to be in galaxy, in movers the ambientsounds refuse to play during moving, and at last the most annoying of them all is that triggerlight sounds play at ALL times, meaning things like alarms or laser fences will always make sound despite being disabled.
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Re: OMP 0.3?

Post by Smirftsch »

yes some of these things were adressed already and are fixed, like musicorder and the fence thing, but the ambientsounds and movers and specialevents are new to me -please gimme an example so that i can recheck and fix it
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Kerilkkorn
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Re: OMP 0.3?

Post by Kerilkkorn »

All these should be fixed already, if I recall well.
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StalwartUK

Re: OMP 0.3?

Post by StalwartUK »

Guess that development has stopped.
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Smirftsch
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Re: OMP 0.3?

Post by Smirftsch »

nope, has been included in 227.
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StalwartUK

Re: OMP 0.3?

Post by StalwartUK »

Damn.
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Dr.Flay™
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Re: OMP 0.3?

Post by Dr.Flay™ »

Will the UT crew be getting the updated (227i) audio renderers ?
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Smirftsch
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Re: OMP 0.3?

Post by Smirftsch »

I have to admit, I keep forgetting to work on that. Always only 227 in my head. Please send me a reminder on that if nothing happens shortly...
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Dr.Flay™
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Re: OMP 0.3?

Post by Dr.Flay™ »

Wilko ;)

I may well end-up holding things up though, as I have been having serious issues with the new audio renderers, and am collecting logs and screenshots of each config change.

Currently I can not get Music and FX and surround-sound.
Only Music and FX, or FX and surround.
I've tried Hard and Software modes, with FMod and OpenAL.
I can get it to behave better if I force it to Wav-out instead of DSound, but then I get crackles on some sounds.

Anyway, that's for another thread ;)
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Re: OMP 0.3?

Post by sn260591 »

OpenAL will use FMOD Ex to play music? Or FMOD 3.75, as before?
And will new OMP added to the whitelist ACE?
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Re: OMP 0.3?

Post by Smirftsch »

OpenAL still uses old FMod, I don't think that I want to touch music output at this point again. If I'd use another music lib, then it would be probably something free, maybe even MikMod. Back then MikMod was pretty dead so I had no real choice but to use FMod, but fortunately it's alive again.

SWFMod uses FModEX, maybe can port this too then.

Will have to ask probably Anth for ACE whitelisting.
Last edited by Smirftsch on Wed Dec 19, 2012 6:56 am, edited 1 time in total.
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Dr.Flay™
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Re: OMP 0.3?

Post by Dr.Flay™ »

Is the "BASS" library from "un4seen developments" not a viable option ?
It has a wide range of tracker and audio formats built in (including UMX), and is extendible.
It also supports OpenAL and low-latency ASIO output.

http://www.un4seen.com
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Re: OMP 0.3?

Post by Smirftsch »

maybe, but that's not even the question.
Over the years we had to find out a lot of things, added functions and all was tested and tested. I have to admit that the more tricky part is the sound output, not the music, still any new implementation requires not only the work to build it in, it also requires some people willing to test it for some time. New bugs always have to be expected.
Unfortunately testing can be also a lot of work and not many testers are left.
Aside this "general" problem with new stuff is bass also not free, so what would be the benefit of using it? Only a very very few tracks seem to be played slightly different with FMod compared to Galaxy, and it's so minor that most people don't even notice it. So I see a lot of work and little gain- and that although I use XMPlay for years now and I'm very satisfied with it.

I don't know, in theory anyone could try to do some different implementation, OpenAL is not part of the closed source, since I wrote it myself and that long before I even got the NDA.

Personally I'd only give it another try with libmikmod it's free and still new features are added, can be used basically in any platform as well.
Last edited by Smirftsch on Thu Jan 24, 2013 7:25 am, edited 1 time in total.
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Dr.Flay™
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Re: OMP 0.3?

Post by Dr.Flay™ »

Well if there is no free option, then that's out-the-window anyway ::)

Thought it may be a good cross-format option, with easy bolt-on options.
Ah, well.
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Re: OMP 0.3?

Post by sn260591 »

So when will the new OMP? :)
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Re: OMP 0.3?

Post by Smirftsch »

thanks for the reminder. Found some time and I installed a clean new VM and put anything on it, now I can really make new builds again which are really compatible with old 436 and 451.
Try this and give me feedback please:
www.oldunreal.com/patch/OMP0.99a-UT436-UT451.7z

It contains D3D8/D3D9/OpenGL/OpenAL/FMod/SwFMod

PS: Don't forget to update your UnrealTournament.ini with the latest information out of included Default.ini
Last edited by Smirftsch on Wed Feb 27, 2013 7:28 am, edited 1 time in total.
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sn260591
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Re: OMP 0.3?

Post by sn260591 »

Thanks that you continue to work :)

OpenAL: echo is present on the maps, where it should not, even in the main menu.

D3D9: if UseFragmentProgram=False, then the detailed textures look different:
[img]http://img839.imageshack.us/img839/3334/96839136.jpg[/img]


=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:
[img]http://img7.imageshack.us/img7/3451/81757325.jpg[/img]
But if UseMultiTexture set to False, then this the problem disappears:
[img]http://img855.imageshack.us/img855/159/19806769.jpg[/img]

2) Need to increase the range of drawing rendering.

P.S. Will the new OMP for UnrealGold?
Last edited by sn260591 on Thu Feb 28, 2013 10:41 am, edited 1 time in total.
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Re: OMP 0.3?

Post by Smirftsch »

Thanks that you continue to work :)

OpenAL: echo is present on the maps, where it should not, even in the main menu.
In the main menu its not wanted, but not much of a problem ;)
However, the original game had echoes all over the place, way more than you would expect. But since original reverb was broken since 225 iirc most people don't even know there is. Please check if reverb is set in the corresponding zone.
Also for which Sounddevice?
D3D9: if UseFragmentProgram=False, then the detailed textures look different:
Need to verify, but I guess the result is quite normal.
=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:
But if UseMultiTexture set to False, then this the problem disappears:
That's indeed the way it works, so that's absolutely normal.
2) Need to increase the range of drawing rendering.
What to you mean? like in sunspire? Need to check the current value.
P.S. Will the new OMP for UnrealGold?
Not sure if this makes sense as some things which are used in the most recent GL/D3D9 are plain not working in gold due to lacking functions. So older OMP may even work better here and aside this I'd really recommend using 227 instead, which supports even more than UT here. But will see once we are having an entirely working version.

Thanks for your fast response, so we can work out the remaining issues quickly :)

Last edited by Smirftsch on Thu Feb 28, 2013 11:54 am, edited 1 time in total.
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sn260591
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Re: OMP 0.3?

Post by sn260591 »

However, the original game had echoes all over the place, way more than you would expect. But since original reverb was broken since 225 iirc most people don't even know there is. Please check if reverb is set in the corresponding zone.
Echo occurs always, even if not set in ZoneInfo.
Also for which Sounddevice?
This problem only occurs on ALAudio (ALDevices=GenericSoftware). FMODAudioDrv and SwFMOD working properly.
What to you mean? like in sunspire?
Yes.
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Smirftsch
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Re: OMP 0.3?

Post by Smirftsch »

ok, try this:
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z

should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.
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sn260591
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Re: OMP 0.3?

Post by sn260591 »

ok, try this:
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z

should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.
Excellent, both problems are solved :)
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Smirftsch
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Re: OMP 0.3?

Post by Smirftsch »

well, in case you don't discover something yet (or someone else) I can officially release it ;)
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Dr.Flay™
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Re: OMP 0.3?

Post by Dr.Flay™ »

Can't believe how slack I am, not to have tested yet.

Was about to post this thread to a few places. Would you rather I wait and post to an official version, or get some more bodies here for testing?

*EDIT*
1 quick observation.
There is an extra " in the ALAudio.int and FMODAudioDrv.int files.
Preferences=(Caption="Audio"",Parent="Advanced Options")
Last edited by Dr.Flay™ on Sun Mar 03, 2013 6:00 am, edited 1 time in total.
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