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

ALAudio for DeusEx - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v2.4.7_DeusEx.7z

Version 2.4.7 for DeusEX, Windows version.
Changes:
New distance model, based on AL_LINEAR_DISTANCE_CLAMPED, sanity check for number of sources (max EffectChannels) in case hardware based dll from Creative Labs is used, fix for possible compression effect if to many soundsources are playing at once with very high gain.
Added configuration parameters for:
  • ViewportVolumeIntensity
  • ReverbIntensity
due to the fact that these things may differ a lot depending on speaker setup (such as stereo and 5.1 for example)

New libxmp.dll (4.3.13 with yet again many fixes for IT, see more at http://xmp.sourceforge.net )  and OpenAL32.dll (1.17.2 http://kcat.strangesoft.net/openal.html )
Occluded sources are now not only quiet, but also filtered for a more realistic, "muffled" effect.
Astat audio and astat detail also includes now information about the music being played.

Version 2.2 for DeusEX , Windows version.
Added Lipsynch support, auto matching of libxmp samplerate, drastical reduced the default old reverb intensity. 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.

Lipsynch was realized with [url=http://sourceforge.net/projects/kissfft/]kissfft[/url].

Version 2.1 for DeusEX , Windows version.
Added some new check for thread safety

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

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

Version 1.7 for DeusEX, 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", while DeusEX support this option out of the box this should be left true.
Update of libxmp to 4.3.9

Version 1.6 from for DeusEx, 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=64
SpeechVolume=64
MusicVolume=255
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=0.2
ProbeDevicesOnly=False
UseHRTF=Autodetect

Note that the usage of this version online can cause anticheat protected servers to kick you.

Known issues:
--

Report bugs or possible issues here.
Last edited by Smirftsch on Fri May 06, 2016 11:02 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
MrRobotBear
OldUnreal Member
Posts: 22
Joined: Sat May 10, 2014 9:14 pm

Re: OpenAL for DeusEx - development and links

Post by MrRobotBear »

In case it helps, Deus Ex stores speech as MP3, 44100hz/48kbps/16-bit mono.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: OpenAL for DeusEx - development and links

Post by Smirftsch »

thanks, found this out already. Problem currently is, that I didn't implement MP3 into OpenAL so far because other UE1 games don't need it and MP3 is not patent free. Looking for a suitable solution yet.

See here for details:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1120621121
Sometimes you have to lose a fight to win the war.
User avatar
Dr.Flay™
OldUnreal Member
Posts: 423
Joined: Sun Dec 09, 2012 5:57 pm

Re: OpenAL for DeusEx - development and links

Post by Dr.Flay™ »

Could RvMp3Player (based on FMOD), offer a solution ?
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1211477450
http://turniej.unreal.pl/portfolio/other.html
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: OpenAL for DeusEx - development and links

Post by han »

Always crashes for me with UseDigitalMusic=True.
Log: Bound to ALAudio.dll
Log: OpenAL: ALDEVICES found 1:OpenALSoft
Log: Loading: Package ALAudio
Log: OpenAL: ALDevice 1, OutputRate Enum 5
DevAudio: OpenAL: rate 44100
Init: OpenAL: Selected ALDevice is: 1
DevAudio: OpenAL: Trying to use ALDevice: OpenAL Soft
Log: OpenAL: We are using OpenAL device: OpenAL Soft
Log: OpenAL: EFX Extensions found
Log: OpenAL: Check for EFX Version - OK

Init: OpenAL: EFX initialized.
Init: OpenAL: Audio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 1.641920 seconds
DevMusic: OpenAL: Transiting to Title_Music with MTRAN 3
DevMusic: RegisterMusic Title_Music
Critical: UALAudioSubsystem::Update
Critical: UGameEngine::Draw
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: OpenAL for DeusEx - development and links

Post by Smirftsch »

thanks helping me working it out:

http://www.oldunreal.com/betatest/OpenAL_v0.03_DeusEx.7z
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: OpenAL for DeusEx - development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v0.04_DeusEx.7z

added mp3 support by using [url=http://www.mpg123.org/]mpg123[/url] (LGPL 2.1) and [url=http://kcat.strangesoft.net/alure.html]ALURE[/url] (X11/MIT licensed), fixed some issues with crackling in IT tracks, some improvements, details are in the OpenAL for UT and OpenAL for Unreal topic.
Still missing the special DeusEx functions, probably coming soon. Happy testing.
Last edited by Smirftsch on Mon Dec 29, 2014 6:51 pm, edited 1 time in total.
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: OpenAL for DeusEx - development and links

Post by Smirftsch »

http://www.oldunreal.com/betatest/OpenAL_v0.05_DeusEx.7z

added the missing interface for

StopSoundId( INT Id );
void SetInstantSoundVolume( BYTE newSoundVolume );
void SetInstantSpeechVolume( BYTE newSpeechVolume );
void SetInstantMusicVolume( BYTE newMusicVolume );

so these functions should be working now, including the menu sliders.
Sometimes you have to lose a fight to win the war.
User avatar
Radi
OldUnreal Member
Posts: 184
Joined: Thu Apr 04, 2013 9:35 pm

Re: ALAudio for DeusEx - development and links

Post by Radi »

Hi, I downloaded from that link above, copied files to System folder, added [ALAudio.ALAudioSubsystem] section (from txt file) and changed AudioDevice in [Engine.Engine] too.


When I run a game then game crash with:

CRITICAL ERROR
Failed to find object 'Class ALAudio.ALAudioSubsystem'
(in short)

Deus Ex game log:


Im missing something ? hardware, software?
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: ALAudio for DeusEx - development and links

Post by han »

Can you post a screenshot of the crashing dialogue?
A nopasted output of CPU-Z would be helpful too.
But more important, which DeusEx version do you use? Steam, non Steam, latest patch applied, 3rd party stuff?
You could also try using microsofts DEPENDS.EXE and check if ALAudio.dll requires dll files which are not present on your system.
Last edited by han on Fri Jan 23, 2015 6:07 am, edited 1 time in total.
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 DeusEx - development and links

Post by Smirftsch »

this message indicates that it doesn't find any of its dependencies, such as alure, openal32 (both included) or the visual studio 2010 runtime (http://www.microsoft.com/en-us/download/details.aspx?id=14632) .
Last edited by Smirftsch on Fri Jan 23, 2015 7:32 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
Radi
OldUnreal Member
Posts: 184
Joined: Thu Apr 04, 2013 9:35 pm

Re: ALAudio for DeusEx - development and links

Post by Radi »

Hi han & Smirftsch :) I have VB c++ 2010 installed (installed again now, just for sure).

I discussed this with Smirftsch not long ago and this is probably the same problem (or similiar) as I have with 227j. :(
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: ALAudio for DeusEx - development and links

Post by han »

I need some resonable EFX default values for the WaterZone in EFX.EFXWaterZone.
HX on Mod DB. Revision on Steam. Löffels on Patreon.
User avatar
Shade
Posts: 2
Joined: Sat Feb 14, 2015 8:39 pm

Re: ALAudio for DeusEx - development and links

Post by Shade »

CRITICAL ERROR
Failed to find object 'Class ALAudio.ALAudioSubsystem'
I am getting the exact same error. The first beta just worked, the second crashed, the third and up to the fifth now give this error. GOG version or the game, Intel i7, Win7x64, X-Fi Titanium. BTW, what is VC2010 runtime for when the dll seems to depend on the one from 2005 (msvcr80.dll)?
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: ALAudio for DeusEx - development and links

Post by han »

BTW, what is VC2010 runtime for when the dll seems to depend on the one from 2005 (msvcr80.dll)?
Because the different DLLs included in the package seem to have different Visual Studio Runtime depencies.
ALAudio.dll/OpenAL32.dll: MSVC80
libmpg123.dll: MSVC90
ALURE32.dll: MSVC100
So try to install all three runtimes and see if it works afterwards.
HX on Mod DB. Revision on Steam. Löffels on Patreon.
User avatar
Shade
Posts: 2
Joined: Sat Feb 14, 2015 8:39 pm

Re: ALAudio for DeusEx - development and links

Post by Shade »

Oh, I see. Thanks, I didn't expect that. Coincidentally, I actually have all those runtimes (2005, 2008, and 2010) installed in both 64- and 32-bit versions. Other applications that use them seem to work, so I'm fairly certain that they are not broken. Is there anything else could I try?

EDIT: For the millionth time I uninstalled and reinstalled the runtimes for VC2005 and it just started working out of the blue. I hate when this happens, giving me no means to replicate the fix if I ever need it again.

Now I have more of a question than a problem. Hardware 3D Support option can't be turned on and the number of channels can't be increased from 4. This is with the system OpenAL, not with the software emulation that comes with the patch (I simply renamed OpenAL32.dll). Is this how it's supposed to work for now? Here's the relevant part of the log:
Log: Bound to ALAudio.dll
Log: OpenAL: ALDEVICES found 1:SBXFiAudio0001
Log: OpenAL: ALDEVICES found 2:GenericSoftware
Log: Loading: Package ALAudio
Log: OpenAL: ALDevice 0, OutputRate Enum 5
DevAudio: OpenAL: rate 44100
Init: OpenAL: Selected ALDevice is: 0
Warning: OpenAL: Failed, trying (again) default device
Log: OpenAL: We are using OpenAL device: SB X-Fi Audio [0001]
Log: OpenAL: ALURE successfully initialized using SB X-Fi Audio [0001].
Log: OpenAL: EFX Extensions found
Log: OpenAL: Check for EFX Version - OK

Init: OpenAL: EFX initialized.
Init: OpenAL: Version OpenAL version 1.1 found
Init: OpenAL: Audio subsystem initialized.
And here's the config from DeusEx.ini:
[ALAudio.ALAudioSubsystem]
UseReverb=True
EmulateOldReverb=True
ProbeDevicesOnly=False
UseDigitalMusic=True
bSoundAttenuate=True
UseOriginalUnreal=True
DopplerFactor=0.010000
OldReverbIntensity=1.000000
AmbientFactor=0.700000
MusicAmplify=0
MusicStereoMix=70
MusicPanSeparation=50
Channels=64
MusicVolume=127
SpeechVolume=255
SoundVolume=204
OutputRate=44100Hz
MusicDsp=DSP_LOWPASS
MusicInterpolation=SPLINE
ALDevices=DefaultDevice
Another question is why does it try to use device #0 and fails, then falls back on #1, when it clearly identifies that there's only #1 and #2 present?

Also, as you can see, I have bSoundAttenuate set to true... why would anyone want it set otherwise?

EDIT 2: ...and, by the way, with the OpenAL driver, lips don't move (just look at the faces during intro).
Last edited by Shade on Mon Feb 16, 2015 10:17 am, edited 1 time in total.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

www.oldunreal.com/betatest/OpenAL_v1.6_DeusEx.7z

see first post for details.
Sometimes you have to lose a fight to win the war.
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: ALAudio for DeusEx - development and links

Post by han »

On my quad core system i was running 4 instances of the game at the same time (1 listen server, 3 clients). And i get plenty of "HX.exe has stopped working". Tried starting debugger and it yields sth. inside libxmp.dll. The three clients were muted inside windows, but should not matter. Tried again with galaxy and it worked again.
Last edited by han on Sun Jun 14, 2015 2:09 am, edited 1 time in total.
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 DeusEx - development and links

Post by Smirftsch »

i was running 4 instances of the game at the same time
Don't do that.
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 DeusEx - development and links

Post by Smirftsch »

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

Updated to 1.9 as well. Details in the first post as usual.
Sometimes you have to lose a fight to win the war.
User avatar
lowenz
OldUnreal Member
Posts: 338
Joined: Fri Dec 28, 2007 9:31 am

Re: ALAudio for DeusEx - development and links

Post by lowenz »

DX Revision team is in the know of this update?
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

Re: ALAudio for DeusEx - development and links

Post by han »

Actually a member of Revision team is working on ALAudio too. :>
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 DeusEx - development and links

Post by Smirftsch »

Added update to version 2.2 finally with lipsynch support!!!!
Great job Han!
Sometimes you have to lose a fight to win the war.
User avatar
MrRobotBear
OldUnreal Member
Posts: 22
Joined: Sat May 10, 2014 9:14 pm

Re: ALAudio for DeusEx - development and links

Post by MrRobotBear »

Very nice!

Two things I've noticed that differs from Galaxy:

On level transitions the music stops, so that's a bit jarring.
In 02_NYC_Bar there is no music during conversations while in Galaxy there were (admittedly the same music as ambient). Haven't tested other conversations but might be an issue with re-playing the same track as it's playing.

In Revision it's totally broken, but I suspect it might be related to the re-playing issue so I'll test that again once that has been sorted.

Last edited by MrRobotBear on Sat Nov 28, 2015 1:02 pm, edited 1 time in total.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: ALAudio for DeusEx - development and links

Post by Smirftsch »

unsuppress DevAudio and DevMusic and check the logs for the corresponding messages.
Sometimes you have to lose a fight to win the war.
Post Reply

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