For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

ALAudio for UnrealTournament - development and links

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!
Post Reply
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

try this one:
www.oldunreal.com/betatest/OpenAL_v1.7_UT.7z

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.
Sometimes you have to lose a fight to win the war.
sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

try this one:
www.oldunreal.com/betatest/OpenAL_v1.7_UT.7z

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.
Now UT began to crash every time at start.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

that makes even less sense. Weird it won't crash for me if setting affinity to one core. Wondering what's the difference here...
Can you provide me some logs (pastebin.com or so)?
Last edited by Smirftsch on Mon Jul 20, 2015 6:06 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

Code: Select all

Log: Log file open, 07/21/15 15:39:37
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line: 
Init: Base directory: D:\Steam\SteamApps\common\UnrealTournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: USER
Init: User: USER
Init: Memory total: Phys=2097151K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2671.697117 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 65536
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log:    display ([ch1055][ch1077][ch1088][ch1074][ch1080][ch1095][ch1085][ch1099][ch1081] [ch1074][ch1080][ch1076][ch1077][ch1086][ch1076][ch1088][ch1072][ch1081][ch1074][ch1077][ch1088])
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: CityIntro.unr?Name=ANTOMANYAK?Class=Botpack.TMale2?team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Rankin?Voice=BotPack.VoiceMaleTwo?OverrideClass=
Log: LoadMap: CityIntro.unr?Name=ANTOMANYAK?Class=Botpack.TMale2?team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Rankin?Voice=BotPack.VoiceMaleTwo?OverrideClass=
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 16406->16405; refs: 224625
Log: Game class is 'UTIntro'
Log: Level is Level CityIntro.MyLevel
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=ANTOMANYAK?Class=Botpack.TMale2?team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Rankin?Voice=BotPack.VoiceMaleTwo?OverrideClass=
ScriptLog: Base Mutator is CityIntro.Mutator1
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 0
ScriptLog: Login: ANTOMANYAK
Log: Possessed PlayerPawn: TMale2 CityIntro.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D9Drv.dll
Log: Initializing D3D9Drv...
Log: Enter SetRes()
Log: D3D adapter driver      : aticfx32.dll
Log: D3D adapter description : ATI Radeon HD 4800 Series
Log: D3D adapter id          : 0x1002:0x9440
Init: Depth bits: 24
Log: 8 Texture Mapping Units found
Log: MaxAnisotropy = 16
Log: Trying to use S3TC extension.
Log: MinLogTextureSize = 2
Log: MaxLogTextureSize = 13
Log: UseDetailAlpha = 1
Log: Bound to ALAudio.dll
Log: ALAudio.ALAudioSubsystem.ALDevices
Init: ALAudio: Selected ALDevice 0, OutputRateNum 5(44100 Hz) SampleRateNum 5 (44100 Hz)
DevAudio: ALAudio: Trying to use default device
Init: ALAudio: We are using OpenAL device: OpenAL Soft 
DevAudio: ALAudio: Initialized with rate 44100
DevAudio: ALAudio: Using OutputRate of 44100 Hz for audio output
DevAudio: ALAudio: Using SampleRate of 44100 Hz for libxmp
Init: OpenAL Effects Extension version 1.0 found.
DevAudio: Successfully loaded OpenAL Effects Extension functions.
Init: ALAudio: EFX initialized.
Init: ALAudio: Version 1.1 ALSOFT 1.16.0 found
Init: ALAudio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 1.112103 seconds
DevMusic: ALAudio: Transiting to Uttitle, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic Uttitle
Log: ALAudio: playing Uttitle Unreal Tournament Title (Impulse Tracker 2.14v5 IT 1.00)
Log: URL: Adding default option Name=ANTOMANYAK
Log: URL: Adding default option Class=Botpack.TMale2
Log: URL: Adding default option team=0
Log: URL: Adding default option skin=SoldierSkins.sldr
Log: URL: Adding default option Face=SoldierSkins.Rankin
Log: URL: Adding default option Voice=BotPack.VoiceMaleTwo
Log:
Also, I have no problems in Unreal 227i with new ALAudio.
sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

I noticed one more bug: starting with version 1.6, switching of bSoundAttenuate in false doesn't yield result.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

there was no change regarding that and I see no problems in code with it, will test it.
Sometimes you have to lose a fight to win the war.
sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

You can test this map [url]http://www.mediafire.com/download/j5lkbuysz7yykq9[/url]
The bug is also present in the 227i.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

thanks, will have a look :)
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v1.8_UT.7z

Crashfix for 1 CPU affinity (well, I hope).

Tried the attenuation, seems to do fine on my main system. But will try on an other system yet.

/han
updated link.
Last edited by Smirftsch on Wed Aug 05, 2015 1:37 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
rdy2bz
OldUnreal Member
Posts: 81
Joined: Wed Apr 06, 2011 5:48 am

Re: ALAudio for UnrealTournament - development and links

Post by rdy2bz »

I had the same crashes in UT with v1.7
v1.8 solved the problem, thx!

But your link does not seem to work, this one works: http://www.oldunreal.com/betatest/OpenAL_v1.8_UT.7z
alone alive again
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

strange, for me both links seem to do.
Anyway, thanks for the feedback, that it is working on my machine doesn't necessarily always mean it does for everyone else :)
Sometimes you have to lose a fight to win the war.
sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

Well, with the new version no longer crash :)
But I still can't disable sound attenuate.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

My fault, when fixing this crash I only checked quickly if it is working, not if it can be disabled, somehow I had it wrong in mind. Fix coming soon, sorry for inconvenience.
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

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

There it is.
Sometimes you have to lose a fight to win the war.
sn260591
OldUnreal Member
Posts: 116
Joined: Wed Aug 17, 2011 2:54 am

Re: ALAudio for UnrealTournament - development and links

Post by sn260591 »

Problems with attenuation aren't present more, thanks.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

had to re-upload, forgot some nasty log, please download again.
Sometimes you have to lose a fight to win the war.
User avatar
path0gen
OldUnreal Member
Posts: 13
Joined: Thu Jul 16, 2015 3:01 pm

Re: ALAudio for UnrealTournament - development and links

Post by path0gen »

hi again.

caught a bug with the latest openal 1.9 version:

saving game on map 24 from Operation Na Pali (NP24MClane.unr) leads to a corrupted save. loading the save that was made on this map produces critical error with the following log:
Log: LoadMap: ..\Save\Save23.usa?Name=Seraph?Class=OldModels.OldModelsMaleOne?team=255?skin=Male1SkinsUTHiddenUnrealI.Avatar?Face=?Voice=BotPack.VoiceMaleOne?OverrideClass=?load
DevMusic: ALAudio: Unregister music: Music utmenu23.utmenu23
Critical: FWaveModInfo::ReadWaveInfo
Critical: callingGetPerioid
Critical: 1
Critical: FSoundData::Load
Critical: TLazyArray
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: ALAudio for UnrealTournament - development and links

Post by han »

Can you test if the issues still happen when you set UseDigitalMusic=False?
HX on Mod DB. Revision on Steam. Löffels on Patreon.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

FWaveModInfo::ReadWaveInfo that's really interesting one, since this is not even in OpenAL :P - will try that o n this map, I'm pretty sure its no "inside" problem of AL, but something crippled, maybe in the map, which is plain not caught. Either way this needs to be fixed.

The hang - how long is it? And if it closes, is there a log of any kind?
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

saving game on map 24 from Operation Na Pali (NP24MClane.unr) leads to a corrupted save
seems that I can't reproduce it here, it saves the game just fine in NP24MClane.unr

[edit]oh nvm, it saves the game and when loading, it does this crash. Alright :)[/edit]
Last edited by Smirftsch on Tue Aug 11, 2015 10:01 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
path0gen
OldUnreal Member
Posts: 13
Joined: Thu Jul 16, 2015 3:01 pm

Re: ALAudio for UnrealTournament - development and links

Post by path0gen »

Can you test if the issues still happen when you set UseDigitalMusic=False?
indeed, UseDigitalMusic=False solves the issue with the game hanging in uniprocessor mode.
The hang - how long is it? And if it closes, is there a log of any kind?
usually the game just stops responding permanently, have to kill the process in the task manager. i just checked, and apparently it also happens on vortex rikers level of the original unreal campaign, right after picking up the dispersion pistol and entering the next corridor, and on nyleve's falls level when the first brute fight starts. so probably the issue affects all the cases when music tracks change. log file just ends abruptly, like this:
Log: LoadMap: nyleve?Game=oldskool.singleplayer2?Difficulty=1?Mutator=?Name=Seraph?Class=OldModels.OldModelsMaleOne?team=255?skin=Male1SkinsUTHiddenUnrealI.Avatar?Face=?Voice=BotPack.VoiceMaleOne?OverrideClass=?peer#leavevr
DevMusic: ALAudio: Unregister music: Music Vortex.Vortex
Log: OldModelsMaleOne Vortex2.OldModelsMaleOne2 moved without proper hashing
Init: Shut down moving brush tracker for Level Vortex2.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Vortex2
Log: -0.0ms Unloading: Package vrikers
Log: -0.0ms Unloading: Package Greatfire2
Log: -0.0ms Unloading: Package Vortex
Log: -0.0ms Unloading: Package DoorsAnc
Log: Garbage: objects: 32873->26211; refs: 519821
Log: Game class is 'SinglePlayer2'
Log: Level is Level Nyleve.MyLevel
Log: Bringing Level Nyleve.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=oldskool.singleplayer2?Difficulty=1?Mutator=?Name=Seraph?Class=OldModels.OldModelsMaleOne?team=255?skin=Male1Skins
and yes, again, this doesn't happen if digital music is turned off.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

could you try this one for the hang problem ?:
www.oldunreal.com/betatest/ALAudio.dll
Sometimes you have to lose a fight to win the war.
User avatar
path0gen
OldUnreal Member
Posts: 13
Joined: Thu Jul 16, 2015 3:01 pm

Re: ALAudio for UnrealTournament - development and links

Post by path0gen »

could you try this one for the hang problem ?:
www.oldunreal.com/betatest/ALAudio.dll
seems like no more hangs with this one for now! thanks! :)
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for UnrealTournament - development and links

Post by Smirftsch »

and for the saving problem...try that:
www.oldunreal.com/betatest/OpenAL_v2.0_UT.7z
Sometimes you have to lose a fight to win the war.
User avatar
path0gen
OldUnreal Member
Posts: 13
Joined: Thu Jul 16, 2015 3:01 pm

Re: ALAudio for UnrealTournament - development and links

Post by path0gen »

and for the saving problem...try that:
www.oldunreal.com/betatest/OpenAL_v2.0_UT.7z
yes, that works fine!
thanks a lot for all the effort!
Post Reply

Return to “ALAudio (OpenAL), FMOD (FMOD3 and FMOD Ex) or other new audio renderer for UEngine 1 Games”