Version 2.4.7 for UnrealTournament, 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, which affects all sound effects local to the player. Very useful for a finer setup if a 5.1 or more soundsystem is in use.
- ReverbIntensity, many people still don't know the old reverb (echo) effects included in the original game, which have been bugged out of galaxy since Unreal the 226 days from galaxy sounddrv. ALAudio re-implements these, but since these sounds can be irritating they can be scaled here additionally.
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 UnrealTournament, 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 UnrealTournament, Windows version.
Added some new check for thread safety
Version 2.0 for UnrealTournament, Windows version.
Changes:
Fix for savegames may be crippled and crash the game on load (not originated in ALAudio, but needed a workaround).
Version 1.9 for UnrealTournament, Windows version.
Changes:
Fix for bSoundAttenuate false not working.
Version 1.8 for UnrealTournament, Windows version. (now built with VC2013).
Changes:
Crashfix for 1 CPU affinity (forced by GOG version or manually).
Version 1.7 for UnrealTournament, 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 UT at the moment. With this option set to true SpeechVolume affects all "SLOT_Talk" sounds, but UT doesn't have an UMenu option for that.
Update of libxmp to 4.3.9
Version 1.6 for UnrealTournament, 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):
[ALAudio.ALAudioSubsystem]
ALDevice=DefaultDevice
OutputRate=44100Hz
SampleRate=44100Hz
SoundVolume=192
;general sound volume
SpeechVolume=192
;creatures often use speech slot for the noises they make. Not really in use for UT
MusicVolume=200
;general music volume
EffectsChannels=64
;number of max effects channels. 64 should be sufficient. "stat audio" command may show how many channels are really in use.
AmbientFactor=0.700000
;for ambient sounds
DopplerFactor=0.010000
;the higher the more doppler effect.
bSoundAttenuate=True
;sounds being attenuated when behind objects/structure
UseDigitalMusic=True
;enable disable music.
MusicInterpolation=SPLINE
;Interpolation type: can be one of the following values: XMP_INTERP_NEAREST /* Nearest neighbor */, XMP_INTERP_LINEAR /* Linear (default) */,
XMP_INTERP_SPLINE /* Cubic spline */
MusicDsp=DSP_ALL
; DSP effects flags: enable or disable DSP effects. Valid effects are: XMP_DSP_LOWPASS /* Lowpass filter effect */, XMP_DSP_ALL /* All effects */
MusicPanSeparation=50
;percentual left/right pan separation in formats with only left and right channels
MusicStereoMix=100
;Stereo mixing
MusicAmplify=1
;Sound effects are often way louder than music. Music can be adjusted here. Ranges from 0 to 3.
EmulateOldReverb=True
;emulate old reverb effects.
OldReverbIntensity=1.0
;intensity for old effects.
UseReverb=True
;enable new EFX based effects.
ReverbIntensity=1.000000
;intensity for EFX based effects.
ProbeDevicesOnly=False
;only use if you are in trouble finding a valid output device. This will only probe so that more information can be read in the log. All output is disabled.
UseHRTF=Autodetect
;HRTF use. Autodetection may only work with USB headsets.
UseSpeechVolume=False
;since not all UE1 games/mods may have a useful purpose for this (yet), leave disabled by default.
ViewportVolumeIntensity=1.000000
;Affects all sound effects local to the player. Very useful for a finer setup if a 5.1 or more soundsystem is in use.
Report bugs or possible issues here.
Note that the usage of this version online can cause anticheat protected servers to kick you.