Now this is where the interesting stuff begins. I've checked my logs, and this is what I get with FMOD:
This is what I get with OpenAL:Log: Bound to FMODAudioDrv.dll
Log: FMOD device found 0:PrimarySoundDriver
Log: FMOD device found 1:SpeakersCreativeSBXFi
Log: FMODOutput Enum 0, Device Enum 0, Speaker Enum 4, OutputRate Enum 6
Init: Game engine initialized
So I suspect that FMOD uses the first device on the list, regardless if it's the one to be used or not, and thus reverts to software rendering without EFX. Am I right about that? And are there any possible fixes?Log: Bound to ALAudio.dll
Log: ALDEVICES found 0:GenericSoftware
Log: ALDEVICES found 1:SBXFiAudioCF00
Log: FMOD device found 0:PrimarySoundDriver
Log: FMOD device found 1:SpeakersCreativeSBXFi
Log: 43887543.0ms Loading: Package ALAudio
Log: Checking package ALAudio
DevAudio: rate 48000
Init: Selected ALDevice is: 0
Warning: Failed, trying (again) default device
Log: We are using OpenAL device: SB X-Fi Audio [CF00]
Warning: EFX Extensions found
Log: Check for EFX Version - OK
Init: OpenAL Audio subsystem initialized.
Init: Game engine initialized
Also, I seem to have the exact same problem in Unreal Engine 2 games with ALAudio... Anyone have any suggestions about that?
Also, for convenience, this is my CoDdy test map:
http://www.mediafire.com/?5zzmjhm3mkt
Here, the room where you spawn (and the light is) uses an EAX/EFX effect, while the second room uses the old "reverb" settings.
And another test map with different EAX/EFX effects (corridors use the default effect - none):
http://www.mediafire.com/?1kyiyzyidyj


