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ALAudio for Unreal 227i - development and links

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ALAudio for Unreal 227i - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v2.4.7_227i.7z

Version 2.4.7 for Unreal 227i, 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 Unreal 227i, 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 Unreal 227i, Windows version.
Added some new check for thread safety

Version 2.0 for Unreal 227i, 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 Unreal 227i, Windows version.
Changes:
Fix for bSoundAttenuate false not working.

Version 1.8 for Unreal 227i, Windows version (now built with VC2013).
Changes:
Crashfix for 1 CPU affinity (forced by GOG version or manually).

Version 1.7 for Unreal 227i, 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". With this option set to true SpeechVolume affects all "SLOT_Talk" sounds, but 227i doesn't have an UMenu option for that.
Update of libxmp to 4.3.9

Version 1.6 for Unreal 227i, 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
ViewportVolumeIntensity=0.5
ReverbIntensity=0.5

Report bugs or possible issues here.

Note that the usage of this version online can cause anticheat protected servers to kick you.
Last edited by Smirftsch on Fri May 06, 2016 11:02 am, edited 1 time in total.
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Re: OpenAL for Unreal - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v1.2_227i.7z

Changelog:
* fixed crackling (overmodulation) when playing some music and sounds
* some clean ups
Last edited by Smirftsch on Sat Dec 20, 2014 2:54 pm, edited 1 time in total.
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Re: OpenAL for Unreal - development and links

Post by sn260591 »

Music and sound became much quieter, but clicks remained :(
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Re: OpenAL for Unreal - development and links

Post by Smirftsch »

mmh...for me they are entirely gone after this change. Guess this means I need to dig yet a bit deeper. Question, does it click for you in 227i's original version as well?
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Re: OpenAL for Unreal - development and links

Post by sn260591 »

Question, does it click for you in 227i's original version as well?
With this version problem aren't present.
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Re: OpenAL for Unreal - development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v1.3_227i.7z

added some new options: 

MusicPanSeparation=50
MusicAmplify=0
MusicStereoMix=70
MusicDsp=DSP_ALL
MusicInterpolation=SPLINE

PanSeparation is different function now, in order to improve panning.

MusicPanSeparation = default panning,must be set BEFORE a track is loaded for the setting to take effect. (50 is default, 0 to 100)
MusicAmplify = Amplification factor: 0=Normal, 1=x2, 2=x4, 3=x8
MusicStereoMix = Stereo Mixing, from 0 to 100 (70 is default)
MusicDsp = Filter effect,  Lowpass filter effect or all effects (All is default)
MusicInterpolation = NEAREST(Nearest neighbor), Linear (default) ,SPLINE (Cubic spline)

MusicInterpolation set to SPLINE fixes the crackling in some tracks such as Seeker.umx
Last edited by Smirftsch on Sat Dec 27, 2014 10:53 am, edited 1 time in total.
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Re: OpenAL for Unreal - development and links

Post by Smirftsch »

fixed some stupid mistake causing a crash when playing ogg's and switched from old ALUT to [url=http://kcat.strangesoft.net/alure.html]ALURE[/url] (X11/MIT licensed).
www.oldunreal.com/betatest/OpenAL_v1.4_227i.7z
Last edited by Smirftsch on Mon Dec 29, 2014 6:50 pm, edited 1 time in total.
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Re: OpenAL for Unreal - development and links

Post by Hyper »

The setting OldReverbIntensity seems to do nothing. What is the range it is supposed to accept and the expected result?

Code: Select all

[ALAudio.ALAudioSubsystem]
ALDevices=DefaultDevice
DopplerFactor=0.010000
UseOriginalUnreal=True
SoundVolume=128
UseReverb=True
EmulateOldReverb=True
OldReverbIntensity=1.000000
AmbientFactor=1.000000
Channels=64
OutputRate=48000Hz
UseDigitalMusic=True
bSoundAttenuate=True
MusicVolume=255
MusicPanSeparation=50
MusicAmplify=0
MusicStereoMix=70
MusicDsp=DSP_ALL
MusicInterpolation=SPLINE
ProbeDevicesOnly=False
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Re: OpenAL for Unreal - development and links

Post by Smirftsch »

it's
AL_REVERB_GAIN
Value type  FLOAT
Value range  0.0 to 1.0
Default value  0.32

so 1.0 is max, but it also depends on the MasterGain Value of the corresponding Zone.

Edit:
The formula is OldReverbIntensity * (MasterGain/255), but maybe the resulting reverb is to weak in case if MasterGain is a low value, all this mustn't be necessarily linear. Maybe 1 as max is just not enough to catch the not so intense reverb situations. But more than 1 is again crippling the ability to really use the full range of intensity from 0 to 255 as used in MasterGain.
I don't know if this all makes sense to you, but if so and if you wish, I can change the clamping range of 0 to 1 and increase it to something higher.


Last edited by Smirftsch on Wed Dec 31, 2014 9:17 am, edited 1 time in total.
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Re: ALAudio for Unreal 227i - development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v1.6_227i.7z

see first post for details.
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

Some questions!

Why there are these FMOD (?!?!?) entries in the ini? Some leftover in the default config?

FMODDevices=DefaultDevice
FMODOutputs=DSOUND
FMODBufferSize=-1
FMODChannels=32
FMODHardwareChannels=64
FMODUseHardwareChannels=False


And why there are 2 "ALDevice(s)" entries?

ALDevices=DefaultDevice
ALDevice=SpeakersCreativeSBAudigy2ZSWDM
(this is my Audigy 2 ZS)
Last edited by lowenz on Sun Aug 02, 2015 10:29 am, edited 1 time in total.
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

And now a performance question!

Using the OpenAL.dll provided by you (is it the SoftOpenAL one, right?) I got 310 FPS in CastleFlyby timedemo.
[img]http://s2.postimg.org/f5p6tmksp/Soft_Open_AL.png[/img]

Using the system OpenAL (Creative's one) I got....430 FPS :D
[img]http://s24.postimg.org/85oxd9yz9/Creative_Open_AL.png[/img]

Tell me there are some incredibile magic audio processing in those 120 FPS loss :p
Last edited by lowenz on Sun Aug 02, 2015 10:29 am, edited 1 time in total.
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

Using Creative OpenAL forcing a Generic Device:
335 FPS, so 20 FPS loss for SoftOpenAL comparing to Creative's Generic

[img]http://s14.postimg.org/6ord16qdt/Generic_Open_AL.png[/img]
Last edited by lowenz on Sun Aug 02, 2015 11:21 am, edited 1 time in total.
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Re: ALAudio for Unreal 227i - development and links

Post by Smirftsch »

oook :P

As for the ini entries- you are supposed to replace the one you have in your ini with the defaults in the inichanges.txt file :)

For the fps differences- on my system I didn't see any significant differences when benchmarking, although it's been a while since I tested the creative labs dll now.
It might be related to the hardware acceleration in the creative dll, but I can't get any reliable FPS results with such FPS rates anymore if I set SwapInterval  to 0 (for "unlimited" FPS). In this case already minor ini changes can have a huge impact on FPS then- nothing I'd rely on.

So I usually cap the max FPS but using a more complex benchmark map to keep it below the FrameRateLimit.
This may fudge the overall result to some degree here, but on the other side its closer to "real life" behavior I think.

Nevertheless I am creating a new version soon which I'd ask you to test then, it includes some fix to lower CPU usage quite significant, maybe this makes already a difference here. Also I am going to check again the optimization settings for the OpenAL.dll.
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

oook :P

As for the ini entries- you are supposed to replace the one you have in your ini with the defaults in the inichanges.txt file :)
Yes but why there are FMOD-related entries? :|
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Re: ALAudio for Unreal 227i - development and links

Post by Smirftsch »

those are most likely from 227i OpenAL version yet, which was using FMOD for music output. This I changed to libxmp in that version for various reasons.
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

Nevertheless I am creating a new version soon which I'd ask you to test then
When you're ready, boss :D
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Re: ALAudio for Unreal 227i - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v1.9_227i.7z

here we go :)
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

Testing!
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

Testing!
And the results :D

NaliCastle flyby - D3D9 Renderer - 3rd cycle FPS

NOSOUND: 495
FMOD: 357
SoftOpenAL: 327
Creative OpenAL 2.1 Generic Software: 338
Creative OpenAL 2.1 Audigy 2 ZS: 438
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Re: ALAudio for Unreal 227i - development and links

Post by Smirftsch »

mmh...interesting result still. Wish there would be a more specific audio test in some way.
Here is what I use to avoid this extremely high fps values:

www.oldunreal.com/betatest/Benchmark.7z

A real benchmark map is in work more or less.

Oh and maybe you could check what your setting in Core.System for UseCPU is and if it makes a difference if setting a specific CPU or -1 (disabled) ? :)

and almost forgot- thanks for testing ;)
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

Oh and maybe you could check what your setting in Core.System for UseCPU is and if it makes a difference if setting a specific CPU or -1 (disabled) ? :)

and almost forgot- thanks for testing ;)
[Core.System]
PurgeCacheDays=0
SavePath=..\Save
CachePath=..\Cache
CacheExt=.uxx
UseCPU=0
Paths=..\System\*.u
Paths=..\Maps\*.unr
Paths=..\Maps\UPak\*.unr
Paths=..\Textures\*.utx
Paths=..\Sounds\*.uax
Paths=..\Music\*.umx
Paths=..\Meshes\*.usm
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevSound
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp
Suppress=DevNet


I'll set "-1" and rerun :D
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

OK, there's no difference using "-1".

But with this release SoftOpenAL and Creative GenericSoftware really perform the same. Well done! :)

I'll test the benchmark map, the old flyby is really too much sensible to FPS peaks.
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Re: ALAudio for Unreal 227i - development and links

Post by Smirftsch »

OK, there's no difference using "-1".
Good, that's the expected result :) - although my system acts differently there, as said.
But with this release SoftOpenAL and Creative  GenericSoftware really perform the same. Well done! :)
Just doubt there is more to get here yet ;)
I'll test the benchmark map, the old flyby is really too much sensible to FPS peaks.
yeah, that's why I think that these result are maybe not absolutely reliable, although you seem to have indeed quite stable results.

Last edited by Smirftsch on Sat Aug 08, 2015 3:52 pm, edited 1 time in total.
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Re: ALAudio for Unreal 227i - development and links

Post by lowenz »

There's a point, in the benchmark map, that screams for LESS FPS (there's a FPS burst to kill here) :D

http://s21.postimg.org/svnu8l6rb/image.jpg
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