Naliweapons III and MH and OpenAL

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_naruto_999
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Naliweapons III and MH and OpenAL

Post by _naruto_999 »

Before OpenAL I was using regular Galaxy 3D audio, until I decided to fix the horrible audio quality issue. It was sounding like extremely low bitrate quality, like decades old radio transmission. Changed to OpenAL but there is a new audio issue. When I fire weapons alone, sounds are OK. Announcer voices are also OK. But when there are many players and or I'm on movers moving, I hear something that I can only describe as: electric guitar with maximum distortion effect and strong winds blowing on a microphone (but it's very high pitch, so not exactly winds blowing on a microphone). Hmm... better description, it's the hissing sound made by the red swirling vortex, but almost everywhere.

Don't know what audio hardware I have, it's Intel HD drivers.
Last edited by _naruto_999 on Tue Jul 01, 2014 5:10 am, edited 1 time in total.
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Re: Naliweapons III and MH and OpenAL

Post by papercoffee »

_naruto_999 wrote: Don't know what audio hardware I have, it's Intel HD drivers.
Dr.Flay recommended me the PC-Wizard to get the hardware information I needed.
http://www.cpuid.com/softwares/pc-wizard.html
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Re: Naliweapons III and MH and OpenAL

Post by heliumcat »

_naruto_999 wrote:Don't know what audio hardware I have, it's Intel HD drivers.
It's your motherboard in this case and you might either need to update the drivers and see if that fixes it or you have some deeper (hardware-related) issue going on, since I never had this with Intel HD Audio myself.
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Re: Naliweapons III and MH and OpenAL

Post by Saya-chan »

You might be better off switching to the swfmodex driver, just in case.
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Re: Naliweapons III and MH and OpenAL

Post by _naruto_999 »

So, Intel has broken OpenGL and broken OpenAL too? swfmodex doen't play hissing sounds on vortex or "distorted electric guitar" on movers and teleporters.

Just checke. Unreal 1 with openal doesn't have any issues, UT on MH servers without NW3 are fine too.
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Re: Naliweapons III and MH and OpenAL

Post by Dr.Flay »

The "System Identification Utility" will check all your intel hardware and look for updates
http://www.intel.com/p/en_US/support/idyp
Perhaps try the intel "Audio Wizard" on this page
http://www.intel.com/support/motherboar ... 020642.htm
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Re: Naliweapons III and MH and OpenAL

Post by Hitman »

Hey naruto
I now you use to play a lot on my MH-NW3 server and this seams weird, specially since its the same setup on my standard MH-server besides the weapons.
The only sound-setting i use to recommend to players is to shift Latency=40 to Latency=110 in 2 places in the UnrealTournament.ini witch seams to solve a lot of sound problems.
I dont now if this helps but worth a try.

Greets
-=]UM[=-Hitman
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Re: Naliweapons III and MH and OpenAL

Post by _naruto_999 »

Realtek Dolby Digital audio. OpenAL just doesn't work properly. When I go in a teleporter, the sound is distorted and upon closer hearing, I have a better description: it sounds like doppler shifting. I aim left while teleport sound plays, it gets doppler shifted to the right speaker and vice versa, aim right, doppler shifted to the left.

Latency setting doesn't exist in OpenAL.

In OpenAL I can chose generic software or default device, both have the same sound issue.

But there are two drivers, Intel and realtek. Intel because there an HDMI port, realtek the regular, non-HDMI, output.

After installing Oldunreal's multimedia patch galaxy 3D doesn't work anymore, I get an error about failing to initialize device and game won't run. So I can only play with Fmod or SWFmodex.
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Re: Naliweapons III and MH and OpenAL

Post by Dr.Flay »

Ah. Realtek..... :(
You will be best sticking with SwFmod.

You will need to use "OpenAL Caps Viewer" to see what OpenAL functionality your chip has, and you will probably need "3D SoundBack" (like me) http://www.realtek.com.tw/downloads/dow ... Down=false

I made this post because of the problem with new Windows and Realtek and Creative chips http://www.oldunreal.com/cgi-bin/yabb2/ ... 1397216546

Unreal OpenAL forum http://www.oldunreal.com/cgi-bin/yabb2/ ... oard=Sound
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Re: Naliweapons III and MH and OpenAL

Post by Saya-chan »

Realtek really sucks a lot with OpenAL, on my machine I get an ENORMOUS amount of audio lag, and it's just unfixable. I'm just glad an update to OMP came out for UT with swfmod, because normal fmod would just crash instantly due to some mods using sound formats it doesn't like.
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Re: Naliweapons III and MH and OpenAL

Post by _naruto_999 »

What does dopplerfactor do?

Just opened Unreal.ini and Unrealtournament.ini The difference between OpenAL in both is that in Unreal the default value for dopplerfactor is 0.01 and in UT is 1.0. Changing UT's to 0.01 fixed the strange doppler shift in game.
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Re: Naliweapons III and MH and OpenAL

Post by Dr.Flay »

This is not the most useful place to ask questions about the renderers.
The wiki does not cover how it functions http://www.oldunreal.com/wiki/index.php?title=OpenAL

You can ask the author directly so the info is not second-hand.
http://www.oldunreal.com/cgi-bin/yabb2/ ... oard=Sound
If you have found a mistake in the config, then Smirftsch is the person that can make that change or fix any bugs.
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Re: Naliweapons III and MH and OpenAL

Post by Lee_Stricklin »

Bumping this thread because I've recently been getting similar issues on an Auzentech X Meridian 7.1 that I recently scored off of Ebay (for that card I'm using Xonar Unified Drivers). OpenAL distorts like mad and has a vortex sound to it in most situations, don't know what causes it. I punch in preferences on my console, go into the advanced options, and in the drop down menu for ALDevices I can see: Default Device, Generic Software, and 2-AuzenX-Meridian7.1. Funny enough, I can only choose between Default Device and Generic Software. Interestingly everything sounded as it should on an older version of OpenAL that I got from a previous version of Old Unreal Multimedia update, but for whatever reason it only played back in stereo. SwFModExAudio sounds almost perfect, but I have an issue with the music in-game and don't have any real control of it. On some maps (such as DMU Skaarj Storage from one of the Unreal Classic Map Packs) have the music play at a level I find to be absolutely perfect while others I can barely here it at all.
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Re: Naliweapons III and MH and OpenAL

Post by Dr.Flay »

First, this is not the place for support of the new renderers, so all anyone here can do is guess.
http://www.oldunreal.com/cgi-bin/yabb2/ ... oard=Sound
Are you using the most recent version (2.4.7) ?
There have been more recent updates to the renderers, so maybe your issue is already fixed.

See what OpenAL support you system shows with the "ALCapsviewer" tool.
Use it from inside the UT system folder and it will show what support the game can use.
http://wayback.archive.org/web/20130729 ... fault.aspx

The Generic Software option usually has the widest compatibility, you can compare the supported functions with ALCaps.
On modern PCs, using Software mode does not add much extra lag, but obviously direct HW is preferable.
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Re: Naliweapons III and MH and OpenAL

Post by sektor2111 »

I'm using to no longer mess with OpenAL at least one year, until issues are figured and solved because YES, for me was like a bunch of mouses which were started squealing inside Speakers, I was almost to buy a cat but poor animal doesn't need nightmares, so I'm waiting the rest of answers which I asked in some thread around audio renders because RealTek is used for years in multiple machines being a good hardware, which is not the same with OpenAL software. I gotta admit some clowns were doing new drivers a la 2013 2014 or such "RealTek" making my audio-card to no longer have input devices available (bye microphones and chats and teamspeak and... LOL :loool: ) so I went to my recommended drivers and I won't update nothing anymore and no more using "DriverUpdaters" fake apps because they are causing only pain in several hardware types.
Default Galaxy NEVER crashed me.
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