As of 27th Jan 2016, UT99 now has another even newer renderer for newer graphics cards, thanks again to Smirftsch
If you have a card that can make use of an XOpenGL OpenGL3 / OpenGL4 renderer, then head over to OldUnreal and try the new Beta
http://www.oldunreal.com/cgi-bin/yabb2/ ... 453909937/
Smirftsch has not forgotten his UT loving cousins
Anyone wanting to test the new DirectX, OpenGL and audio renderers should head over to OldUnreal and grab a copy.
http://www.oldunreal.com/cgi-bin/yabb2/ ... oard=Sound
Feedback on the tweaks suggested in the forum, and especially on the NEW "SwFMod" audio renderer, are most welcome.
These may become the new UT99 standard renderers, so please contribute if you find any problems.
The new renderers are OpenAL, FMOD, SwFMod, D3D8, D3D9, and OpenGL.
A new "Default.ini" file is included.
They will work on any version of Windows, though Windows 8 users may have to update their sound drivers.
"SwFMod" may become a good solution for Linux.
http://www.oldunreal.com/wiki/index.php ... 3D8_/_D3D9
http://www.oldunreal.com/wiki/index.php ... _templates
A wiki has not yet been made for "SwFMod", but you can find the reference here http://www.oldunreal.com/wiki/index.php ... ease_notes
Smirftsch has just released the latest pin-point accurate OpenAL beta 1.1, so it may be a good time to try out the EFX, and it really benefits from being in a well zoned map.
I've been adding them to my fave maps since first testing them in both Unreal and UT maps, and they really enhance the whole Unreal experience.
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1399614690
They are just drop-in zone actors, so even placing them with existing zone actors is quick.
However sometimes trying to decide what the acoustics of the area should be, can have me scratching my chin when editing someone else's map.
Version 1.1 from latest 227j development for UnrealTournament, Windows version.
Switched in OpenAL from FMod Music output to libxmp.
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 ogg vorbis (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 OpenALSoft to eliminate problems with non Creative cards in Windows 7 and Windows8
Obviously the OpenAL files become required (very small), but thankfully it will not stop people using any renderer they prefer (they just don't hear it like the directors original cut...or any OGG playback).
The new renderers make it much easier to track the source of sounds and footsteps, and are even better with surround sound.
Sounds bounce more naturally around objects to give much more realism.
In default mode I think it is set to emulate the behaviour of the original renderer, but you can enable the sound attenuation and "original" factor with a few config switches.