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ALAudio for DeusEx - 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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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

OpenAL_v2.4.7_DeusEx.7z added. As usual, details on first page.
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Alexandra
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Re: ALAudio for DeusEx - development and links

Post by Alexandra »

Thanks so much for developing this. Y'all are doing god's work.

I was just reinstalling DX the other day and trying to figure out the optimal sound settings. I'm really big on 3D audio so I have a Creative X-Fi Titanium HD, the last card with native hardware support for EAX. It's good for restoring the audio in many old games.

Anyway, I installed your latest OpenAL and enabled HRTF but seemed to have a problem where the sound would jump between rear channels instead of panning smoothly, and making a sound jump quickly also sometimes triggered a bit of static.

I decided to add the game to Creative Alchemy, which copied the Alchemy dsound.dll into the DX system folder. When next I started the game Dolby and Hardware 3D audio were both checked, and the panning problem was fixed. It sounded great.

I continued configuring other stuff and the next time I looked Dolby and Hardware 3D were no longer enabled, and could not be enabled unless I switched back to Galaxy audio.

Between vanilla DX, Kentie's launcher, and Hanfling's I tried to get Dolby and Hardware 3D enabled under OpenAL for over an hour, nothing worked. So now I'm wondering if I was hallucinating that one time I thought I had it all enabled and sounding good.

Also, testing now, two days later, directsound with OpenAL HRTF enabled (and no Alchemy dsound.dll) sounds good. So I'm set, really. I just would like an official word on if the Dolby and Hardware 3D audio settings are completely depreciated under OpenAL, or not. Thanks again!

Edit: One oddity I notice is that as footsteps recede into the distance, they grow softer but then at a certain point (maybe 1/4 or 1/5 volume?) suddenly become inaudible instead of continuing to decline smoothly into silence. I wonder if this is as intended or could use more tweaking? (Dunno if it's noticeable beyond just footsteps, I haven't played much yet.)
Last edited by Alexandra on Tue May 10, 2016 5:28 am, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

hello and welcome :)

Well, it's that although ALAudio still can be run with Creative Labs dll and make use of hardware audio acceleration, I switched to OpenALSoft, which again does NOT support this.
Why? The explanation is rather simple, OpenAL hasn't been developed any further by Creative and hardware acceleration have been dropped. Some version of the (in the driver) included OpenAL32.ll seem to cause weird distortions. I think we also have a corresponding discussion in the UT section of ALAudio.

The in ALAudio used effects are EFX based and don't need it and there is almost no measurable disadvantage in speed because of it.
Now to the advantages- it offers "unlimited" effect channels (well, depending on hardware resources only), HRTF is a new invention in OpenALSoft only works with OpenALSoft and some technical coding advantages.
I personally suggest using the included OpenALSoft because of that.

Now the footsteps, I think what you describe here is the in game engine set radius, after which it definitely drops it and there is not much right now we can do (maybe Han knows a way though).
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Re: ALAudio for DeusEx - development and links

Post by Alexandra »

Hi Smirftsch,

Thanks for your reply! Makes sense.

I'm actually a big fan of OpenALSoft and try to use it in as many games as I can to reap the benefits of that wonderful HRTF.

But I'm also still in the honeymoon phase with this "new" X-Fi card I got so I also try to ensure that I use all its old-timey features whenever possible (mostly enabling EAX). But I see it's not relevant in this case. :)

P.S. You have 3475x more posts than me!
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

Thanks for your reply! Makes sense.
Glad to be of service :)
I'm actually a big fan of OpenALSoft and try to use it in as many games as I can to reap the benefits of that wonderful HRTF.

But I'm also still in the honeymoon phase with this "new" X-Fi card I got so I also try to ensure that I use all its old-timey features whenever possible (mostly enabling EAX). But I see it's not relevant in this case. :)
yes, I've got a X-Fi myself and I still think it's sad what Creative made out of OpenAL and the hardware acceleration, but then again I see that it doesn't make a real difference anymore on nowadays machines, so things are as they are, I do not intend wasting time or energy worrying about that.
P.S. You have 3475x more posts than me!
Doing this here for a little while already ;)
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Re: ALAudio for DeusEx - development and links

Post by han »

Now the footsteps, I think what you describe here is the in game engine set radius, after which it definitely drops it and there is not much right now we can do (maybe Han knows a way though).
Actually you are the only one who worked on the distance attenuation, might be related to your bSoundAttenuate code. As far as I can tell ALAudio uses a linear distance attentuation model, where a concept like a sound radius can be naturally be implemented and despite that ALAudio should just set *once* AL_REFERENCE_DISTANCE, AL_ROLLOFF_FACTOR and AL_MAX_DISTANCE for a source, probably your calculations are just off, so attenuation doesn't drop to zero at the end of the radius.

And stop doing comments like:

Code: Select all

//oddawoddawassawarna?
//wassawarnawakumba!
Last edited by han on Tue May 10, 2016 11:58 am, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

Thanks for this *cough* contribution...tsk. Did I piss you off lately or something?

Not saying that you are wrong, but what I was saying is, that the engine shouldn't cap this (at the current radius at least) but give the audio renderer the chance doing that itself without having to increase yet more the attenuation (in a linear model that is), which I wanted to avoid.
On a side note, all renderers indeed suffer this problem, more or less. :)

Last edited by Smirftsch on Wed May 11, 2016 5:41 am, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by han »

Did I piss you off lately or something?
Actually not, it was more like the whole code about volume control is a bit cluttered...
the engine shouldn't cap this (at the current radius at least) but give the audio renderer the chance doing that itself
When it comes to singleplayer or local played sounds it would be fesable to have the audio subsystem control the dropoff. However for network a model with a concept like a hard sound radius is easier to handle as one needs some drop off point for a sound anyway. So if the sound should decay over a longer distance, then one should increase the radius in which it would be relevant for network.

One thing one could try, is to have a constant attenuation inside SoundRadius, which drops linear to zero when it hits the WorldSoundRadius. Or use some exponential dropoff outside SoundRadius, but which should drop "very low" when it reaches WorldSoundRadius.
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Re: ALAudio for DeusEx - development and links

Post by andrey »

hello, im have a problem with start deus ex revision with open al.
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:OpenALSoftonCreativeSBXFi
Log: ALAudio: ALDEVICES found 1:OpenALSoftonSPDIFOutCreativeSBXFi
Log: Loading: Package ALAudio
Warning: Failed to load 'ALAudio': Can't find Enum in file 'Enum Engine.ZoneInfo.EAmbients'
Warning: Failed to load 'Class ALAudio.ALAudioSubsystem': Can't find Enum in file 'Enum Engine.ZoneInfo.EAmbients'
Warning: Can't find Enum in file 'Enum Engine.ZoneInfo.EAmbients'
openal version 247/ galaxy is work fine
please help
run on win10 x64 10.586
Last edited by andrey on Sat Sep 10, 2016 7:26 pm, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

odd. Perhaps try the .u file from the previous version, maybe some mix up from my side.
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Re: ALAudio for DeusEx - development and links

Post by andrey »

ok, we are talking about efx.u file? may a link 2.2 version this file/ i have a russian version of the game/ It can be a problem because of this?
Last edited by andrey on Sun Sep 11, 2016 1:18 pm, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

doubt it, need to check it later, but I plain think I put a file from unreal into it by accident or so. Just grab the efx.u from any recent version and put it there, there haven't been any changes lately for this specific file.
Last edited by Smirftsch on Sun Sep 11, 2016 1:45 pm, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by andrey »

put efx.u from 1.9 version. same problem >:(
etc, rune, unreal, ut, work fine with openal 247 ;)
Last edited by andrey on Sun Sep 11, 2016 2:14 pm, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by han »

Do you have some old (stale) ALAudio.u inside your DeusEx\System dir? If so, delete it.
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Re: ALAudio for DeusEx - development and links

Post by andrey »

its worked ;), deus ex, hdtp, mod 2027 work, but mod revision started and stop work immediately

Init: OpenALSoft extensions found.
Init: OpenAL Effects extension version 1.0 found.
Init: ALAudio: EFX initialized.
DevAudio: Successfully loaded OpenAL Effects Extension functions.
Init: ALAudio: Version 1.1 ALSOFT 1.17.2 found
Init: ALAudio subsystem initialized.
Init: Game engine initialized
Init: Replaced GNatives[1000].
Init: Replaced GNatives[1050].
Init: Replaced GNatives[1051].
Init: Replaced GNatives[1410].
Init: Replaced GNatives[2051].
Init: Replaced GNatives[3093].
version: Deus Ex: Revision v1.1.0.2
Steam: Failed to Initialize API.
Log: Startup time: 7.699500 seconds
Log: DXOgg: Initialized
DevMusic: ALAudio: Transiting to None with MTRAN 3
ScriptLog: **** InitStateMachine() - DX.RevJCDentonMale0 started mission state machine for DX
DevMusic: ALAudio: Transiting to Title_Music, SongSection 255 with MTRAN 1
DevMusic: RegisterMusic Title_Music
DevMusic: ALAudio: Unregister music: Music Title_Music.Title_Music
DevMusic: WaitForThread failed with No such file or directory (Errorcode 2)!
Critical: UALAudioSubsystem::Update
Critical: UGameEngine::Draw
Critical: UWindowsViewportLite::Repaint
Critical: UWindowsClientLite::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: URevGameEngine::Tick
Critical: UpdateWorld
Critical: LaunchMainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClientLite::ShutdownAfterError
Exit: ALAudio: libxmp subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Last edited by andrey on Mon Sep 12, 2016 7:25 pm, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by []KAOS[]Casey »

Code: Select all

DevMusic: WaitForThread failed with No such file or directory (Errorcode 2)!
Sounds like a file is missing -- maybe a .umx in your music folder?



also congratulations for being of a higher intelligence that knows what a log file is. Thank you.
Last edited by []KAOS[]Casey on Mon Sep 12, 2016 8:15 pm, edited 1 time in total.
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Re: ALAudio for DeusEx - development and links

Post by andrey »

in dir ..deusex\revision\musik only .ogg files
in dir ..deusex\music only .umx files
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Re: ALAudio for DeusEx - development and links

Post by path0gen »

1) load this save file



2) go to the underworld tavern and initiate the dialog with the bartender girl

3) a crash will occur, the log looks like this:

Code: Select all

Log: Log file open, 11/25/16 21:49:44
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 1100
Init: Compiled: Jan 29 2001 16:45:52
Init: Command line: 
Init: Base directory: E:\games\DeusExGOTY\System\
Init: Character set: Unicode
Log: Bound to Editor.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Log: Cd Path: ..\
Init: Computer: SHOGGOTH
Init: User: YogSothoth
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=4194176K
Init: Working set: 32000 / 159000
Init: CPU Speed=3013.936065 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: Unknown processor (AuthenticAMD)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI 3DNow!
Launch: Compiled: Nov 13 2015 00:08:03
Launch: Timer: Time Stamp Counter
Launch: Allocator: Windows
Launch: DEP: Policy is 0:0
Log: Bound to DeusEx.dll
Log: Bound to Extension.dll
Log: Bound to ConSys.dll
Log: Loading: Package DeusEx
Log: Loading: Package Core
Log: Loading: Package Engine
Log: Loading: Package Extension
Log: Loading: Package DeusExCharacters
Log: Loading: Package DeusExUI
Log: Loading: Package DeusExItems
Log: Loading: Package Effects
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package ConSys
Log: Loading: Package DeusExSounds
Log: Loading: Package DeusExDeco
Log: Loading: Package UBrowser
Log: Loading: Package UWindow
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Bound to DeusExText.dll
Log: Loading: Package DeusExText
Log: Loading: Package Ambient
Log: Loading: Package MoverSFX
Log: Loading: Package IpServer
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
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: entry.dx
Log: Loading: Package Entry
Log: Loading: Package Title_Music
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: DX.dx?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing load, not loadgame
Log: Current mission number is -1, next is -1
Log: LoadMap: DX.dx?Name=Player?Class=DeusEx.JCDentonMale
Log: Loading: Package DX
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Garbage: objects: 33684->33683; refs: 373195
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level DX.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is DX.Mutator1
Init: Initialized moving brush tracker for Level DX.MyLevel
ScriptLog: Login: Player
Init: *** DEUS EX VERSION Mon Mar 19 12:06:14 2001 v1.112fm ***
Log: Possessed PlayerPawn: JCDentonMale DX.JCDentonMale0
ScriptLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D9Drv.dll
Log: Initializing D3D9Drv...
Log: Enter SetRes()
Log: D3D adapter driver      : nvd3dum.dll
Log: D3D adapter description : NVIDIA GeForce GTX 750 Ti
Log: D3D adapter id          : 0x10DE:0x1380
Init: Depth bits: 24
Log: 8 Texture Mapping Units found
Log: MaxAnisotropy = 16
Log: MinLogTextureSize = 2
Log: MaxLogTextureSize = 8
Log: UseDetailAlpha = 1
Log: Bound to ALAudio.dll
Log: ALAudio.ALAudioSubsystem.ALDevices
Log: ALAudio: ALDEVICES found 0:OpenALSoftonRealtekHighDefinitionAudio
Log: ALAudio: ALDEVICES found 1:OpenALSoftonRealtekDigitalOutputRealtekHighDefinitionAudio
Init: ALAudio: Trying to autodetect HRTF. Note: Autodetection may only work with USB headphones.
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 
Init: ALAudio: Can't set OutputRate of 44100, using system (OS) defaults of 48000.
Some backends don't support setting custom rates for specific applications (MMDevAPI or ALSA without dmix).
In this case setting something higher than what the system is outputting is unnecessary since it's just going to be downsampled for output anyway,
and setting it lower is just going to make it get upsampled after OpenAL Soft has already applied its filters and effects.
Adjust your system settings instead.
Init: ALAudio: Audio hardware supports 255 mono (usually sound) and 1 stereo (usually music) sources.
Init: ALAudio: auto matched SampleRate (48000 Hz) to OutputRate (48000 Hz).
Init: ALAudio: HRTF is disabled.
DevAudio: ALAudio: Initialized with rate 48000
DevAudio: ALAudio: Using OutputRate of 48000 Hz for audio output
DevAudio: ALAudio: Using SampleRate of 48000 Hz for libxmp
Init: OpenALSoft extensions found.
Init: OpenAL Effects extension version 1.0 found.
Init: ALAudio: EFX initialized.
DevAudio: Successfully loaded OpenAL Effects Extension functions.
Init: ALAudio: Version 1.1 ALSOFT 1.17.2 found
Init: ALAudio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 0.982071 seconds
DevMusic: ALAudio: Transiting to Title_Music, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic Title_Music
Log: ALAudio: playing Title_Music Deus Ex (Impulse Tracker 2.14v5 IT 1.00)
Log: Loading: Package DXFonts
Log: Assigning Last Button Window to MenuUIMenuButtonWindow DX.JCDentonMale0.DeusExRootWindow0.MenuMain0.MenuUIClientWindow0.MenuUIMenuButtonWindow2
Log: Assigning Last Button Window to MenuUIListWindow DX.JCDentonMale0.DeusExRootWindow0.MenuScreenLoadGame0.MenuUIClientWindow1.MenuUIScrollAreaWindow0.ClipWindow0.MenuUIListWindow0
Log: Assigning Last Button Window to MenuUIActionButtonWindow DX.JCDentonMale0.DeusExRootWindow0.MenuScreenLoadGame0.MenuUIActionButtonBarWindow0.MenuUIActionButtonWindow1
Log: Tried to remove lastbuttonwindow descendant. MenuUIActionButtonWindow DX.JCDentonMale0.DeusExRootWindow0.MenuScreenLoadGame0.MenuUIActionButtonBarWindow0.MenuUIActionButtonWindow1
Log: URL: Adding default option Name=Player
Log: URL: Adding default option Class=DeusEx.JCDentonMale
Log: Browse: Index.dx?loadgame=8?Name=Player?Class=DeusEx.JCDentonMale
Log: Doing loadgame, not load
Log: Loading: Package saveInfo
Log: Unloading: Package DX
Log: URL: Adding default option Name=Player
Log: URL: Adding default option Class=DeusEx.JCDentonMale
Log: LoadMap: ..\Save\Current\02_NYC_Street.dxs?load?loadonly?loadgame?Name=Player?Class=DeusEx.JCDentonMale
DevMusic: ALAudio: Unregister music: Music Title_Music.Title_Music
Log: Loading: Package 02_NYC_Street
Log: Loading: Package NewYorkCity
Log: Loading: Package CoreTexDetail
Log: Loading: Package CoreTexMetal
Log: Loading: Package UNATCO
Log: Loading: Package CoreTexWood
Log: Loading: Package Supertanker
Log: Loading: Package NYCBar
Log: Loading: Package CoreTexMisc
Log: Loading: Package FreeClinic
Log: Loading: Package CoreTexGlass
Log: Loading: Package BatteryPark
Log: Loading: Package Airfield
Log: Loading: Package CoreTexConcrete
Log: Loading: Package CoreTexFoliage
Log: Loading: Package Dockyard
Log: Loading: Package CoreTexTextile
Log: Loading: Package NYCStreets_Music
Log: Loading: Package CoreTexSky
Init: Shut down moving brush tracker for Level DX.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package DXFonts
Log: Unloading: Package saveInfo
Log: Garbage: objects: 37582->37358; refs: 547557
Log: Loading: Package DeusExConText
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: JCDentonMale 02_NYC_Street.JCDentonMale3
ScriptLog: All inventory from Player is accepted
ScriptLog: DeusExLevelInfo - Spawned new mission script 'DeusEx.Mission02'
Init: Initialized moving brush tracker for Level 02_NYC_Street.MyLevel
DevMusic: ALAudio: Transiting to NYCStreets_Music, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic NYCStreets_Music
Log: ALAudio: playing NYCStreets_Music NYC Streets (Impulse Tracker 2.14v5 IT 1.00)
ScriptLog: **** InitStateMachine() - 02_NYC_Street.JCDentonMale3 started mission state machine for 02_NYC_STREET
Log: Assigning Last Button Window to PersonaNavButtonWindow 02_NYC_Street.JCDentonMale3.DeusExRootWindow1.PersonaScreenInventory0.PersonaNavBarWindow0.PersonaButtonBarWindow0.PersonaNavButtonWindow2
Log: Tried to remove lastbuttonwindow descendant. PersonaNavButtonWindow 02_NYC_Street.JCDentonMale3.DeusExRootWindow1.PersonaScreenInventory0.PersonaNavBarWindow0.PersonaButtonBarWindow0.PersonaNavButtonWindow2
Log: Assigning Last Button Window to PersonaNavButtonWindow 02_NYC_Street.JCDentonMale3.DeusExRootWindow1.PersonaScreenConversations0.PersonaNavBarWindow1.PersonaButtonBarWindow3.PersonaNavButtonWindow10
Log: Tried to remove lastbuttonwindow descendant. PersonaNavButtonWindow 02_NYC_Street.JCDentonMale3.DeusExRootWindow1.PersonaScreenConversations0.PersonaNavBarWindow1.PersonaButtonBarWindow3.PersonaNavButtonWindow10
Log: Assigning Last Button Window to PersonaNavButtonWindow 02_NYC_Street.JCDentonMale3.DeusExRootWindow1.PersonaScreenImages0.PersonaNavBarWindow2.PersonaButtonBarWindow6.PersonaNavButtonWindow18
Log: Tried to remove lastbuttonwindow descendant. PersonaNavButtonWindow 02_NYC_Street.JCDentonMale3.DeusExRootWindow1.PersonaScreenImages0.PersonaNavBarWindow2.PersonaButtonBarWindow6.PersonaNavButtonWindow18
Log: Export travel for: Player
Log: Browse: 02_NYC_Bar?Name=Player?Class=DeusEx.JCDentonMale#ToBarFrontEntrance
Log: Doing load, not loadgame
Log: Current mission number is 2, next is 2
Log: Attempting to get player
Init: Shut down moving brush tracker for Level 02_NYC_Street.MyLevel
Log: Unloading: Package 02_NYC_Street
Log: Save=321.923752
Log: Moving '..\Save\Current\Save.tmp' to '..\Save\Current\02_NYC_Street.dxs'
Init: Initialized moving brush tracker for Level 02_NYC_Street.MyLevel
Log: LoadMap: 02_NYC_Bar?Name=Player?Class=DeusEx.JCDentonMale#ToBarFrontEntrance
DevMusic: ALAudio: Unregister music: Music NYCStreets_Music.NYCStreets_Music
Log: Loading: Package 02_NYC_Bar
Log: Loading: Package NYCBar2_Music
Init: Shut down moving brush tracker for Level 02_NYC_Street.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package CoreTexMetal
Log: Unloading: Package Dockyard
Log: Unloading: Package NYCStreets_Music
Log: Unloading: Package Airfield
Log: Unloading: Package CoreTexTextile
Log: Unloading: Package CoreTexConcrete
Log: Unloading: Package Supertanker
Log: Unloading: Package CoreTexSky
Log: Unloading: Package CoreTexFoliage
Log: Unloading: Package BatteryPark
Log: Unloading: Package DeusExConText
Log: Garbage: objects: 49442->35062; refs: 411292
Log: Game class is 'DeusExGameInfo'
Log: Bringing Level 02_NYC_Bar.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=DeusEx.JCDentonMale
ScriptLog: Base Mutator is 02_NYC_Bar.Mutator2
ScriptLog: DeusExLevelInfo - Spawned new mission script 'DeusEx.Mission02'
Log: Loading: Package DeusExConText
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: JCDentonMale 02_NYC_Bar.JCDentonMale1
ScriptLog: All inventory from Player is accepted
Init: Initialized moving brush tracker for Level 02_NYC_Bar.MyLevel
DevMusic: ALAudio: Transiting to NYCBar2_Music, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic NYCBar2_Music
Log: ALAudio: playing NYCBar2_Music NYC Bar 2 (Impulse Tracker 2.14v5 IT 1.00)
ScriptLog: **** InitStateMachine() - 02_NYC_Bar.JCDentonMale1 started mission state machine for 02_NYC_BAR
Log: Loading: Package DeusExConAudioMission02
DevMusic: ALAudio: Transiting to NYCBar2_Music, SongSection 4 with MTRAN 3
DevMusic: ALAudio: Unregister music: Music NYCBar2_Music.NYCBar2_Music
DevMusic: RegisterMusic NYCBar2_Music
Log: ALAudio: playing NYCBar2_Music NYC Bar 2 (Impulse Tracker 2.14v5 IT 1.00)
Warning: ALAudio: xmp_play_buffer error
Log: ALAudio: Flushing channels
DevMusic: ALAudio: Unregister music: Music NYCBar2_Music.NYCBar2_Music
DevMusic: WaitForThread failed with Bad file descriptor (Errorcode 9)!
Critical: UALAudioSubsystem::Flush
Critical: UALAudioSubsystem::StartMusic
Critical: UALAudioSubsystem::Update
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: LaunchMainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: ALAudio: libxmp subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 11/25/16 21:51:02
i get this with the openal driver v2.4.7, can reproduce with the launcher executables from kentie.net and coding.hanfling.de

EDIT: i have DeusExV2 and DXM's Deus Ex Maps Patch installed, no other mods.
Last edited by path0gen on Sat Nov 26, 2016 10:20 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: ALAudio for DeusEx - development and links

Post by []KAOS[]Casey »

Log: ALAudio: playing NYCBar2_Music NYC Bar 2 (Impulse Tracker 2.14v5 IT 1.00)
Warning: ALAudio: xmp_play_buffer error
Log: ALAudio: Flushing channels
DevMusic: ALAudio: Unregister music: Music NYCBar2_Music.NYCBar2_Music
DevMusic: WaitForThread failed with Bad file descriptor (Errorcode 9)!
Corrupt file/filesystem/disk?

you should never ever get a bad file descriptor
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path0gen
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Re: ALAudio for DeusEx - development and links

Post by path0gen »

it works fine with galaxy audio though. also, the only modifications i have are DeusExV2 and DXM's Deus Ex Maps Patch. i just checked, and as far as i can see every file is intact.
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

sorry for not showing up earlier, kinda busy times here...
Perhaps whatever is invalid here is plain caught in Galaxy (or not called). I will verify that.
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han
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Re: ALAudio for DeusEx - development and links

Post by han »

Perhaps whatever is invalid here is plain caught in Galaxy (or not called). I will verify that.
My best guess is that is is related to a music transition gets scheduled while another transition is currently running.
Last edited by han on Sat Nov 26, 2016 9:11 pm, edited 1 time in total.
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Smirftsch
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

it's a bit odd, latest build shows an entirely different scenario:

Code: Select all

Critical: appError called:
Critical: Assertion failed: sizeof(PlayingSounds)
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Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

could you give it a try with:
http://www.oldunreal.com/betatest/OpenAL_v2.4.8_DeusEx.7z

?
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path0gen
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Re: ALAudio for DeusEx - development and links

Post by path0gen »

seems like v2.4.8 fixed the crash. :) thanks!
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