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ALAudio for Rune - development and links

This forum is for the new audio renderer for UEngine 1 based games, like Unreal, UnrealTournament, DeusEx and Rune. <br />Missing a Game? Want to develop yourself? Let us know!
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ALAudio for Rune - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v2.4.7_Rune.7z

Version 2.4.7 for Rune 1.07, Windows version.
Changes:
New distance model, based on AL_LINEAR_DISTANCE_CLAMPED, sanity check for number of sources (max EffectChannels) in case hardware based dll from Creative Labs is used, fix for possible compression effect if to many soundsources are playing at once with very high gain.
Added configuration parameters for:
  • ViewportVolumeIntensity
  • ReverbIntensity
due to the fact that these things may differ a lot depending on speaker setup (such as stereo and 5.1 for example)

New libxmp.dll (4.3.13 with yet again many fixes for IT, see more at http://xmp.sourceforge.net )  and OpenAL32.dll (1.17.2 http://kcat.strangesoft.net/openal.html )
Occluded sources are now not only quiet, but also filtered for a more realistic, "muffled" effect.
Astat audio and astat detail also includes now information about the music being played.


Version 2.2 for Rune 1.07 , Windows version.
Auto matching of libxmp samplerate, updated some check in libxmp 4.3.9 to re-enable support for some obscure tracker file, updated to OpenALSoft 1.17 with HRTF (new ini settings Autodetect/Enable/Disable). Autodetection may only work with USB headsets.

Version 2.1 for Rune 1.07 , Windows version.
Added some new check for thread safety

Version 2.0 for Rune 1.07 , Windows version.
Changes: Fix for UT savegames may be crippled and crash the game on load (not originated in ALAudio, but needed a workaround).

Version 1.9 for Rune 1.07 , Windows version.
Changes:
Fix for bSoundAttenuate false not working.

Version 1.8 for Rune 1.07, Windows version. (now built with VC2013).
Changes:
Crashfix for 1 CPU affinity (forced by GOG version or manually).

Version 1.7 for Rune 1.07, Windows version.
Changes:
Fix to reduce CPU load to increase stability especially when running on one CPU core only. Crashfix for a "never should happen" situation.
This version also contains a new option "UseSpeechVolume" which defaults to false for Rune at the moment. With this option set to true SpeechVolume affects all "SLOT_Talk" sounds, but Rune doesn't have an UMenu option for that.
Update of libxmp to 4.3.9

Version 1.6 for Rune 107, Windows version.

Changes:
Switched in OpenAL from FMod Music output to [url=http://xmp.sourceforge.net/]libxmp[/url].
This player is not only free and open source (GNU LESSER GENERAL PUBLIC LICENSE), but better portable and is yet actively maintained unlike most other players. It also plays some tracker files "more correctly" than old FMod3. OGG playing is now done directly via [url=http://www.vorbis.com/]ogg vorbis[/url] (BSD-License).

Added CrossFading ability in OpenAL when using MTRAN_Segue
Added ability to play sounds in OGG format (you need to rename the .ogg files to .wav to allow the import)

Changed from Creative Labs OpenAL to [url=http://kcat.strangesoft.net/openal.html]OpenALSoft [/url] (LGPL-licensed) to eliminate problems with non Creative cards in Windows 7 and Windows8

new in 1.6:
Yet another couple of minor fixes, improvements, code cleanups.

Added usage of AL_METERS_PER_UNIT function to make effect calculations more fitting to "real world" environments (based on UU/Meter).

Updated libxmp to 4.3.8

Added support for FLAC (BSD-License) and [url=http://www.mpg123.org/]mpg123[/url] (LGPL 2.1) for sounds.

Removed ALAudio.u and replaced it with EFX.u
EFX.u is a pure UnrealScript package which does not depend on ALAudio, nor is ALAudio required for it to use. As EFX.u has the download flag set, a client can just download it for network play like any other package and if ALAudio is not used the ZoneInfo's sounds settings just simply have no effect. This change allows the mappers to make use of a huge number of environment presets (114) without taking the risk that people not using ALAudio can't play a map.

Notes for mappers:
* EFX.u packages offers a set of ready to use ZoneInfos to customize ZoneAudio settings.
* If you just custom defined ZoneAudio settings instead of using ReverbPresets consider
   consulting OpenALs EffectsExtensionGuide.pdf especially in respect to default values and clamping.

Notes for mod developers:
* See EFXZoneInfo UnrealScript code for further explainations.


Don't forget to update your ini (although will now set up defaults if not existing):
Don't forget to update your ini (although will now set up defaults if not existing):
[ALAudio.ALAudioSubsystem]
ALDevice=DefaultDevice
OutputRate=44100Hz
SampleRate=44100Hz
SoundVolume=192
SpeechVolume=192
MusicVolume=200
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=1.0
ProbeDevicesOnly=False
UseHRTF=Autodetect
UseSpeechVolume=False

Report bugs or possible issues here.

Note that the usage of this version online can cause anticheat protected servers to kick you.

Special thanks to Han who helped me finding the issue with Rune and suggested some changes/fixes.
Last edited by Smirftsch on Fri May 06, 2016 11:02 am, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by han »

I need some resonable EFX default values for the conveniance ZoneInfo's in EFX.u for Rune. (for WaterZones, etc.).
Last edited by han on Sun Feb 01, 2015 11:26 pm, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v1.6_Rune.7z

see first post for details.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v1.9_Rune.7z

latest update.
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Re: ALAudio for Rune - development and links

Post by Axer »

Doesn't work with Rune Classic (steam)

Not sure if it's meant to.

Would be awesome if it did, since the included driver is really bad.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

First off: Welcome!

"Doesn't work" is always...uhm...well...bad.

Please read that: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1447775177/0#0

What does Rune Classic mean? The audiorenderer is for version 107, but if classic means 100, it won't work of course- maybe could make one for 100 too though.


Last edited by Smirftsch on Tue Nov 17, 2015 3:50 pm, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by Axer »

Sorry figured you knew about it..

Rune Classic is a new updated version of the game available on steam:


It adds new enemies, steamworks features like steam multiplayer, achievements, etc. And some modernization like native widescreen support.

It's version 1.10, though the files for the included openAL driver are still 1.07 (ALAudio107.dll) , so adapting your version may be possible, not sure.

The exact error message is "openAL package not found". Well very close to that, if you need the exact message i can install it again to screenshot it.

And yea i've fully installed it correctly and updated the ini.

Specs:
AMD FX-8350
Geforce GTX 970
Asus Xonar DX (latest drivers installed and has working hardware openal on other games)
Win 7 x64
Last edited by Axer on Tue Nov 17, 2015 8:43 pm, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

I am no big friend of Steam, I have my old Rune version from back when it came out and never checked for buying a newer release, so I obviously missed that - or well, forgot about it again (see http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1415178932 ) in our little Rune section here.

It will be a bit difficult because I couldn't find any public headers for version 110. However, I was in contact with Human Head Studios a while ago already and they seem to be pretty nice because unlike many other developers from other UEngine1 games I got an answer directly.
I sent them another mail asking for public headers, so let's see what they answer, with them it will be only work for a few hours at max to make a version of ALAudio for it.

Last edited by Smirftsch on Wed Nov 18, 2015 8:01 am, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by Axer »

Cool.
Yea they seem like pretty awesome devs. I saw they released a patch to fix the multiplayer (after the gamespy shutdown) for the old version separately as well for those who don't want to get rune classic. Most devs would just force you to get the new version.

If you don't like steam, rune classic is also available on gog, and it's quite cheap.

There are quite a few complaints about audio problems in the steam discussions, so hopefully they agree as it sounds like your version may address those issues.

Personally I've also noticed the game lacks music.. Yet the rune classic release also comes with a soundtrack. It is meant to have music? I get sfx and ambient sounds but no real music outside of the intro.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

I got response that they are almost ready with a mod source package providing what I need to make it. There is no release date for it yet though, but it sounds like it would happen shortly :)
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

uploaded version 2.2 with HRTF support and new OpenALSoft 1.17.0
Check the first post for details and download link.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

OpenAL_v2.4.7_Rune.7z added. As usual, details on first page
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Re: ALAudio for Rune - development and links

Post by B.F. »

Any news about steam version?
It still sound bad, and this patches doesn't work with it.
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Re: ALAudio for Rune - development and links

Post by Smirftsch »

sorry if missed or forgot that, what seems to be the problem with the steam version?
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Re: ALAudio for Rune - development and links

Post by B.F. »

sorry if missed or forgot that, what seems to be the problem with the steam version?
To put it simple - everything.
They messed up video and audio engines, and your versions doesn't work with steam version of Rune.
Audio - part of the sounds is missing, and all positioning is wrong.
Last edited by B.F. on Tue Oct 04, 2016 1:53 pm, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by han »

I have waited long enough for a PubSrc release for Rune Classic.
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Re: ALAudio for Rune - development and links

Post by han »

I actually expected that the changes were fairly small compared to the old Rune versions, but they basically made UMusic a stub class, but instead use some music streaming system where the data gets passed in if I got that correct.

For RenDevs they added some sort of instead Frame display, similar to the Bink support changes in X-Com: Enforcer, just that you get the data directly.

I'm working on a makeshift header set for Rune Classic now, UCC and D3DDrv compile and work, OpenGLDrv compiles, but require some fixes, but looks more like it hits just a general problem in the OpenGLDrv as there is also a similiar bug present in Deus Ex when playing conversations. Launcher will be some work regarding Window.h as there is a lot of this odd Win32FunctionX macro shit present which won't work correct win wchar_t as buildin type and besides that is pointless as OS certainly supports Unicode, etc.

Currently trying to get ALAudio running, it builds now, but haven't tested as I just wanted to grab the dependency dlls out of a download here. :D
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Re: ALAudio for Rune - development and links

Post by B.F. »

I actually expected that the changes were fairly small compared to the old Rune versions, but they basically made UMusic a stub class, but instead use some music streaming system where the data gets passed in if I got that correct.

For RenDevs they added some sort of instead Frame display, similar to the Bink support changes in X-Com: Enforcer, just that you get the data directly.

I'm working on a makeshift header set for Rune Classic now, UCC and D3DDrv compile and work, OpenGLDrv compiles, but require some fixes, but looks more like it hits just a general problem in the OpenGLDrv as there is also a similiar bug present in Deus Ex when playing conversations. Launcher will be some work regarding Window.h as there is a lot of this odd Win32FunctionX macro shit present which won't work correct win wchar_t as buildin type and besides that is pointless as OS certainly supports Unicode, etc.

Currently trying to get ALAudio running, it builds now, but haven't tested as I just wanted to grab the dependency dlls out of a download here. :D
If you need tester, I'm here and I'm playing it right now.
Last edited by B.F. on Wed Oct 05, 2016 11:58 pm, edited 1 time in total.
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Re: ALAudio for Rune - development and links

Post by han »

If you need tester, I'm here and I'm playing it right now.
Sure, just add me on [url=http://steamcommunity.com/id/hanfling/]Steam[/url].
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Re: ALAudio for Rune - development and links

Post by han »

ALAudio is sort of working now, no music support, I still got a crash, which seems temporarily done after I added some more debug output (so it looks like some uninitialized variable or so, and probably rather an ALAudio specific than Header/Rune Classic related problem). I also found an ALAudio is writing in random memory bug, which certainly has implications for other games.

So rudimentary initial support for Rune Classic is now implemented, but it will probably take some time before we do an official release for it.
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Re: ALAudio for Rune - development and links

Post by B.F. »

If you need tester, I'm here and I'm playing it right now.
Sure, just add me on [url=http://steamcommunity.com/id/hanfling/]Steam[/url].
OK. I send you an invitation.
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Re: ALAudio for Rune - development and links

Post by lowenz »

Thanks Han!
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Re: ALAudio for Rune - development and links

Post by han »

The raw audio streaming support is now in and I'm currently wrapping up things with the changed StopSound() interface. Afterwards this should be about whats required for a full Rune Classic support.

I'll probably put out a build of the ALAudio.dll afterwards, so I can get some testing feedback in time and not after Smirftsch does an 'official' release build...

So far so good...
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Re: ALAudio for Rune - development and links

Post by han »

Alright, for copyright, disclaimer, see: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1420982304

Open up your Rune.ini and comment out or delete the original [ALAudio.ALAudioSubsystem] section. Renaming it to ['ALAudio.ALAudioSubsystem] is enough though. You might also want to apply this change to your Default.ini file, so you won't end up in a few months if you deleted your Rune.ini file with unforseen consequences.

Grab *.int and all *.dll files but ALAudio.dll out of http://www.oldunreal.com/betatest/OpenAL_v2.4.7_Rune.7z and place it in Rune Classic\System.

Grab ALAudio.dll for Rune Classic out of http://coding.hanfling.de/ALAudio_RuneClassic_20161007.zip and place it in Rune Classic\System.

Play.

Report if something doesn't work right.
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Re: ALAudio for Rune - development and links

Post by B.F. »

Alright, for copyright, disclaimer, see: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1420982304

Open up your Rune.ini and comment out or delete the original [ALAudio.ALAudioSubsystem] section. Renaming it to ['ALAudio.ALAudioSubsystem] is enough though. You might also want to apply this change to your Default.ini file, so you won't end up in a few months if you deleted your Rune.ini file with unforseen consequences.

Grab *.int and all *.dll files but ALAudio.dll out of http://www.oldunreal.com/betatest/OpenAL_v2.4.7_Rune.7z and place it in Rune Classic\System.

Grab ALAudio.dll for Rune Classic out of http://coding.hanfling.de/ALAudio_RuneClassic_20161007.zip and place it in Rune Classic\System.

Play.

Report if something doesn't work right.
Thanks.
That fixed the sound mess humanhead guys did.
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