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ALAudio for Unreal 226- 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!
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ALAudio for Unreal 226- development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v2.2_226.7z

Version 2.2 for Unreal 226, 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 226, Windows version.
Added some new check for thread safety

Version 2.0 for Unreal 226, 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 226, Windows version.
Changes:
Fix for bSoundAttenuate false not working.

Version 1.8 for Unreal 226, Windows version (now built with VC2013).
Changes:
Crashfix for 1 CPU affinity (forced by GOG version or manually).

Version 1.7 for Unreal 226, 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 226 doesn't have an UMenu option for that.
Update of libxmp to 4.3.9

Version 1.6 for Unreal 226, 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
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

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 Sun Nov 29, 2015 1:37 pm, edited 1 time in total.
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Re: ALAudio for Unreal 226- development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v1.6_226.7z

see first post for details.
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Re: ALAudio for Unreal 226- development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v1.9_226.7z

Updated as well.
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Re: ALAudio for Unreal 226- development and links

Post by Smirftsch »

uploaded version 2.2 with HRTF support and new OpenALSoft 1.17.0
Check the first post for details and download link.
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