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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
audio settings
- krzesi
- OldUnreal Member
- Posts: 11
- Joined: Sun Apr 03, 2011 4:38 pm
audio settings
Hi everyone,
can someone recommend me the best audio settings for creative x-fi xtreme gamer? I`m trying to figure the alaudio options but some of them I dont for what they are
Thanks in advance
Cheers
p.s.
Is it possible to hear every respawn or most of them in 1on1?
can someone recommend me the best audio settings for creative x-fi xtreme gamer? I`m trying to figure the alaudio options but some of them I dont for what they are
Thanks in advance
Cheers
p.s.
Is it possible to hear every respawn or most of them in 1on1?
Last edited by krzesi on Sun Apr 03, 2011 5:55 pm, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: audio settings
the settings are explained in the ReleaseNotes in the help directory. If there are more questions feel free to ask.
And no, it was not designed to be abused for getting an advantage by hearing everything everywhere
And no, it was not designed to be abused for getting an advantage by hearing everything everywhere
Sometimes you have to lose a fight to win the war.
- krzesi
- OldUnreal Member
- Posts: 11
- Joined: Sun Apr 03, 2011 4:38 pm
Re: audio settings
[ALAudio.ALAudioSubsystem]
FMODChannels=32
FMODHardwareChannels=64
FMODUseHardwareChannels=False
FMODDevices=Podstawowysterownikdwiku
FMODOutputs=DefaultDevice
ALDevices=SBX-FiAudioEC00
DopplerFactor=100000002004087730000.000000
bSoundAttenuate=True
UseOriginalUnreal=True
SoundVolume=64
UseReverb=True
AmbientFactor=0.700000
MusicPanSeparation=0.800000
MusicVolume=0
Channels=64
OutputRate=44100Hz
ProbeDevicesOnly=False
UseDigitalMusic=False
Those are my settings. What should I change to hear the most of the respawns?
Just for information I know that it wasnt designed to get an advantage but is it possible anyway? Just asking.
FMODChannels=32
FMODHardwareChannels=64
FMODUseHardwareChannels=False
FMODDevices=Podstawowysterownikdwiku
FMODOutputs=DefaultDevice
ALDevices=SBX-FiAudioEC00
DopplerFactor=100000002004087730000.000000
bSoundAttenuate=True
UseOriginalUnreal=True
SoundVolume=64
UseReverb=True
AmbientFactor=0.700000
MusicPanSeparation=0.800000
MusicVolume=0
Channels=64
OutputRate=44100Hz
ProbeDevicesOnly=False
UseDigitalMusic=False
Those are my settings. What should I change to hear the most of the respawns?
Just for information I know that it wasnt designed to get an advantage but is it possible anyway? Just asking.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: audio settings
in any case should set bSoundAttenuate=False and the DopplerFactor seems to have some insane value atm. Could try to lower the ambient factor a bit to avoid disturbing sounds maybe.
Sometimes you have to lose a fight to win the war.
- krzesi
- OldUnreal Member
- Posts: 11
- Joined: Sun Apr 03, 2011 4:38 pm
Re: audio settings
I will test today. Btw what vaule should I set for dopplerfactor? Can I set 128 channels in alaudio? Isnt ambientfactor for sounds like lifts, minigun?
- krzesi
- OldUnreal Member
- Posts: 11
- Joined: Sun Apr 03, 2011 4:38 pm
Re: audio settings
I removed all alaudio options from ini. Seems after updating omp 0,99 was mess in my settings. Now is better. Btw when new omp (0,99) will be compiled with ace?
-
- OldUnreal Member
- Posts: 116
- Joined: Wed Aug 17, 2011 2:54 am
Re: audio settings
I would like to know why need the keys FMODChannels, FMODHardwareChannels, and FMODUseHardwareChannels in ALAudio config?
And the new version OMP will be released in parallel with the 227i?
Thank you in advance for your reply
And the new version OMP will be released in parallel with the 227i?
Thank you in advance for your reply
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: audio settings
because OpenAL uses FMod for music output, the sounds and soundeffects are handled by OpenAL. OpenAL itself doesn't support the Unreal music files, it needs an external library to decode and this way it made sense to use FMod for this to avoid dependencies with more additional libraries.
I think I can create a new OMP shortly after 227i is out.
I think I can create a new OMP shortly after 227i is out.
Sometimes you have to lose a fight to win the war.
-
- OldUnreal Member
- Posts: 116
- Joined: Wed Aug 17, 2011 2:54 am
Re: audio settings
About this I know I just do not understand why FMOD must to play music in several channels.because OpenAL uses FMod for music output, the sounds and soundeffects are handled by OpenAL. OpenAL itself doesn't support the Unreal music files, it needs an external library to decode and this way it made sense to use FMod for this to avoid dependencies with more additional libraries.
- Smirftsch
- Administrator
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- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Re: audio settings
I'm currently not sure how many channels the music really needs, but in this case I just preferred to keep it configurable instead of making it hardcoded
Sometimes you have to lose a fight to win the war.
-
- OldUnreal Member
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- Joined: Wed Aug 17, 2011 2:54 am
Re: audio settings
I tried to put FMODChannels=1, and understood This switch limits the number of music samples that are played at one time.
And another question. You'll change the music player to something else? Fmod not always play well. Or, you can, at least, turn off the fade-in music?
And another question. You'll change the music player to something else? Fmod not always play well. Or, you can, at least, turn off the fade-in music?
Last edited by sn260591 on Fri Dec 09, 2011 12:56 pm, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Re: audio settings
FMod is one of the best players out there, its already hard to find something better
But even if, building in such a music library is a lot of work and requires a lot of testing and debugging, its not just replacing a dll or something and it needs to be cross platform.
But whats wrong with the fading in?
But even if, building in such a music library is a lot of work and requires a lot of testing and debugging, its not just replacing a dll or something and it needs to be cross platform.
But whats wrong with the fading in?
Sometimes you have to lose a fight to win the war.
-
- OldUnreal Member
- Posts: 116
- Joined: Wed Aug 17, 2011 2:54 am
Re: audio settings
I have an example: after playing the track Mech8 (DM-Fractal) a pause of several minutes.FMod is one of the best players out there, its already hard to find something better
At the beginning of the level ExtremeDark pay attention to the music: the transition from one track to another part of the smooth transition is observed, which is not in the Galaxy.But whats wrong with the fading in?
Update
And you can tell in detail about UseOriginalUnreal key, please?
Last edited by sn260591 on Wed Dec 14, 2011 3:07 pm, edited 1 time in total.