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  • replied
    so your telling me this is windows[*]issue for
    Unreal Gold, UT, U2, U2XMP, UT2003, UT2004, UT3, All UNeditors etc The ball, Unreal Anthology
    [*]- by windows i mean to say "device driver conflict"- is that what your saying?
    - if you have further info that would be appreciated
    Last edited by TKBS; 06-02-2014, 09:24 AM.

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  • replied
    Originally posted by TKBS View Post
    If they Use this feature Fix the Issues

    [1] When using surround sound on the Windows Desktop; works fine
    - Load up Any Unreal Tournament Game and Surround Sound Automatically switches off.

    - There is not 1 Unreal Game without some stupid issue... It would be nice if the new consider what people actually wrote.

    - I guess that New UT will use OpenAL and the same issues will still be present.
    That sounds like a Windows issue to me. Not something the game can do anything about.

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  • replied
    If Epic Use this feature Fix this Issue:
    [1] When using surround sound on the Windows Desktop; works fine
    - Load up Any Unreal Tournament Game and Surround Sound Automatically switches off.


    - There is not 1 Unreal Game without some stupid Sound issue... It would be nice if the new consider what people actually wrote.

    - I guess that New UT will use OpenAL and the same issues will still be present.

    @ Great Emerald:
    What is FMod? is that just for OLDUnreal only?
    [sorry but there are are 12+ threads and man many posts, couldn't find one that explains what it actually is and does.]
    * You seem to be active and extremely knowledgeable with old unreal stuff. Is it ok to ask a few Questions in PM? [so i don't hijack thread ]
    Last edited by TKBS; 06-02-2014, 09:17 AM.

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  • replied
    The correct term you're looking for is "OpenAL EFX". And yes, do want!

    Bit of history:
    Unreal was the first game to use Creative's EAX. Literally the first, EAX 1.0 was first demoed in Unreal. Creative's website even mentioned Unreal (before they removed their EAX website, as it's deprecated). Unreal also used zone reverb effects quite extensively throughout the game.

    UT1 also had support for it, but unfortunately not a whole lot of maps made use of that. The "OpenAL patch" adds proper reverb to certain zones (underwater and so).

    Unreal II was one of the first games that made use of EAX Advanced HD (I don't remember which one in particular, either EAX 3.0 or EAX 4.0). Though the problem with EAX Advanced HD was that it was exclusive for Creative cards (non-Creative cards could only do up to EAX 2.0). Though nowadays getting it to work, even with Creative cards, is a bit of a pain. Lots of driver juggling needed.

    UT2 had support for EAX, too (2.0 I think?). Even non-Creative cards could handle that. Though many level designers forgot to add correct zone metadata, too, so most maps where EAX worked right were from UT2003. Though CTF-BridgeOfFate was glorious with EAX, the high-ceiling halls echoing really makes a difference.

    UT3 used reverb zones, IIRC. Notably in the prime nodes of WAR-Torlan and Necris sanctuary levels. Also the pipes in CTF-Hydrosis. Not sure what technology or version they used, but it was claimed to be OpenAL.

    Currently, note that EAX is now dead. It's completely deprecated in favour of OpenAL EFX, which solves the mentioned problem of EAX Advanced HD being only for Creative cards. Otherwise, EFX is the same as EAX 5.0, from what I can gather. Though as Sir Brizz noted, OpenAL is now proprietary, so the developers have to license it from Creative.
    But there are options. One is to just license OpenAL; another is to use OpenAL Soft, as Sir Brizz mentioned. OpenAL Soft is cross-platform and does support EFX (though I'm not sure if they support all up to EAX 5.0 feature set).
    AeonWave-OpenAL is another choice. It seems that it has the equivalent of OpenAL EFX, and uses hardware acceleration, plus is cross-platform, but like OpenAL, AeonWave has to be licensed. On the other hand, there is AeonWave Lite, which is free, but only supports up to the equivalent of EAX 3.0.

    I'm not sure if other solutions have any equivalent to OpenAL EFX. I hear FMOD can do something of the like, but I'm not sure if it's really equivalent.

    Oh, and this is an overview of OpenAL EFX: http://www.gamasutra.com/blogs/Allen...penALs_EFX.php

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  • replied
    I use the "Old Unreal" OpenAl patch for Unreal Tournament. Love the 3d positional sound.

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  • replied
    OpenAL is still supported to this day. The problem is, the main library went proprietary when Creative bought them in 2005. There is an open source project that is re-implementing Creative's version, though, and it was last updated today

    http://repo.or.cz/w/openal-soft.git

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  • replied
    OpenAL is not a sound format, its a library.
    And they propably won't use it anyway because its no more supported (last version is from 2005).

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  • started a topic OpenALSupport

    OpenALSupport

    All the previous UTs used this sound format.

    Can UT4 continue to use this sound format as well?

    Makes for an excellent surround sound experience for those that use sound cards + stereo headphones.
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