ALAudio for UnrealTournament, new version
Posted: Sat Jun 13, 2015 7:31 pm
I updated recently ALAudio quite some, most welcome improvement for mappers I hope should be the ability to use EFX presets without breaking compatibility to non ALAudio users.
Its absolutely next generation and many steps from the ALAudio included in the OMP are between, also uses a separate thread for buffering which makes it slightly more performant compared to Galaxy as well. Enjoy
Details (from Oldunreal forums):
Version 1.6 from latest 227j development for UnrealTournament, Windows version.
Changes:
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 (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 mpg123 (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]
ALDevices=OpenALSoft
SoundVolume=192
SpeechVolume=192
MusicVolume=255
EffectsChannels=64
AmbientFactor=0.700000
DopplerFactor=0.010000
UseOriginalUnreal=True
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=70
MusicAmplify=0
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.000000
ProbeDevicesOnly=False
SampleRate=44100Hz
OutputRate=44100Hz
Report bugs or possible issues here.
Note that the usage of this version online can cause anticheat protected servers to kick you.
Download link and bugreports: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1399614690
Its absolutely next generation and many steps from the ALAudio included in the OMP are between, also uses a separate thread for buffering which makes it slightly more performant compared to Galaxy as well. Enjoy
Details (from Oldunreal forums):
Version 1.6 from latest 227j development for UnrealTournament, Windows version.
Changes:
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 (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 mpg123 (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]
ALDevices=OpenALSoft
SoundVolume=192
SpeechVolume=192
MusicVolume=255
EffectsChannels=64
AmbientFactor=0.700000
DopplerFactor=0.010000
UseOriginalUnreal=True
bSoundAttenuate=True
UseDigitalMusic=True
MusicInterpolation=SPLINE
MusicDsp=DSP_ALL
MusicPanSeparation=50
MusicStereoMix=70
MusicAmplify=0
EmulateOldReverb=True
UseReverb=True
OldReverbIntensity=1.000000
ProbeDevicesOnly=False
SampleRate=44100Hz
OutputRate=44100Hz
Report bugs or possible issues here.
Note that the usage of this version online can cause anticheat protected servers to kick you.
Download link and bugreports: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1399614690