UnrealTournament 99 sound quality issues

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UnrealTournament 99 sound quality issues

Post by UT99.org » Wed Aug 31, 2011 6:46 pm

medor wrote:HI

I asked for details on the various AudioDevice for UT.If you have experience in there it'd be nice to explain me that.


What is the best AudioDevice ? Galaxy, ALAudio, FMODAudioDrv, Other ?
What settings ?


Code: Select all

AudioDevice=Galaxy.GalaxyAudioSubsystem
[Galaxy.GalaxyAudioSubsystem]
UseDirectSound=True
UseFilter=True
UseSurround=False
UseStereo=True
UseCDMusic=False
UseDigitalMusic=True
UseSpatial=False
UseReverb=True
Use3dHardware=False
LowSoundQuality=False
ReverseStereo=False
Latency=70
OutputRate=22050Hz
EffectsChannels=16
DopplerSpeed=9000.000000
MusicVolume=32
SoundVolume=96
AmbientFactor=0.700000

Code: Select all

AudioDevice=ALAudio.ALAudioSubsystem
[ALAudio.ALAudioSubsystem]
ALDevices=DefaultDevice
FMODDevices=DefaultDevice
FMODOutputs=DSOUND
DopplerFactor=0.01
UseOriginalUnreal=True
SoundVolume=200
UseReverb=True
AmbientFactor=0.700000
MusicVolume=130
MusicPanSeparation=0.800000
Channels=64
OutputRate=48000Hz
UseDigitalMusic=True
bSoundAttenuate=False

Code: Select all

AudioDevice=FMODAudioDrv.FMODAudioDevice
[FMODAudioDrv.FMODAudioDevice]
FMODDevices=DefaultDevice
FMODOutputs=DSOUND
UseOriginalUnreal=True
SoundVolume=200
UseReverb=True
AmbientFactor=0.700000
UseHardwareChannels=False
MusicVolume=130
MusicPanSeparation=0.800000
UseDigitalMusic=True
Channels=64
UseCDMusic=False
OutputRate=48000Hz
Speakers=Stereo
bSoundAttenuate=False
DopplerSpeed=6500

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Re: UnrealTournament 99 sound quality issues

Post by papercoffee » Thu Sep 01, 2011 2:19 am

To be honest ...I never changed the audio device... I'd only set it to the best quality in-game. Didn't know this is also possible lol.

:loool:

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Re: UnrealTournament 99 sound quality issues

Post by Feralidragon » Thu Sep 01, 2011 10:37 am

I never used anything other than the default that comes with the game relative sound: Galaxy.
So I don't know trully which one is best, but the default one never gave me trouble or performance issues ever.

The only reason you would have to switch to another one would be only to support certain features, like stereo wav files (which Galaxy doesn't support), but in another hand using stereo sounds in a game like UT won't make that much of a difference and would simply occupy 2x the space, besides mods with stereo sounds will always crash 90% of the players for sure, since only a few change from Galaxy to another anyway.
There are other features you may want though, which only newer sound drivers give to you, only in that case I think using another other than Galaxy is justifiable.

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Re: UnrealTournament 99 sound quality issues

Post by Hook » Thu Sep 01, 2011 6:20 pm

Galaxy is all I ever use or used also, and Like Feralidragon, I never had any issues with it either.

If you do use Galaxy, I might point out that it does use stereo sounds, just not stereo Wave sounds.
I think that is what Feralidragon was saying - is that correct Feralidragon?
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Re: UnrealTournament 99 sound quality issues

Post by Saya-chan » Thu Sep 01, 2011 7:17 pm

Well, the OpenAL device does support stereo sound files. It even supports modern tracker music files with lots of channels. But I only know of two things that make me change back to Galaxy: One, you can't change the pitch of ambient sounds dynamically; and two, due to a glitch in the doppler effect of this device, anything that moves with an overall velocity higher than 10000 while playing a sound makes the game crash.

I never got the fmod one to work. It makes the game crash when it loads sounds that don't come with the original game (ie: sounds from mods).

So, I guess the best choice is to stay with the default Galaxy audio device. :roll:
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Re: UnrealTournament 99 sound quality issues

Post by Shadow » Thu Sep 01, 2011 7:31 pm

I had the same issue with FMOD like saya-chan (during playing AND developing on top of it), I recommend using Galaxy or OpenAL
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Re: UnrealTournament 99 sound quality issues

Post by Hook » Thu Sep 01, 2011 8:27 pm

Does anybody know what this setting does?
"DopplerSpeed=9000.000000"

Should it be changed for any reason?
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Re: UnrealTournament 99 sound quality issues

Post by Raynor » Fri Sep 02, 2011 2:11 pm

Galaxy works so far very good, if you configure it right - under XP, Vista and 7 you usally need to increase Latency from default 40 to 50 in order to eliminate occasional sound crackling. Also for better sound quality set the following:
OutputRate=44100Hz
EffectsChannels=32

Here is my sample configuration:

Code: Select all

[Galaxy.GalaxyAudioSubsystem]
UseDirectSound=True
UseFilter=True
UseSurround=True
UseStereo=True
UseCDMusic=False
UseDigitalMusic=True
UseSpatial=False
UseReverb=True
Use3dHardware=False
LowSoundQuality=False
ReverseStereo=False
Latency=50
OutputRate=44100Hz
EffectsChannels=32
DopplerSpeed=9000.000000
MusicVolume=192
SoundVolume=224
AmbientFactor=0.700000

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Re: UnrealTournament 99 sound quality issues

Post by Dr.Flay » Sat Mar 10, 2012 12:10 am

Sorry to "necro-bump" but I feel I should add to this subject.
(For those who do not know, these extra audio renderers are packaged in the "Oldunreal-Multimedia-Patches (OMP) update pack")
http://www.oldunreal.com/utpatches.html

Using the Creative/EAX patched Galaxy renderer gives you access to the EAX profiles made for most of the default maps.
If I am playing original UT maps, I swap back to Galaxy.
1 major problem with this renderer is it loads the EAX config file for the intro city map, then if you play a map without a config, it will echo madly as it has not un-loaded the previous config. Re-loading the map again fixes it.
*NOTE*If you have the patched version, you will have a folder full of *.eol EAX config files in your UT folder. If you do not, you are missing out !

FMOD commonly will crash UT, giving an invalid sound format error. I did once have it working, but then it gave up, and so did I.

OpenAL has better/more accurate sound positioning, so if you use real surround-sound (like me) it is the best option.

NOTES
If you do not change the option "UseOriginalUnreal=True" to "False" the sounds do not behave correctly, and you can hear everything anywhere in the map.
OpenAL uses FMOD, so you cannot delete it, if you only want to use OpenAL.
Oldunreal's info is out of date. Always use the newest OpenAL driver from Creative Labs/nVidia if you have an nForce sound chip.
Their info is from before the companies joined together.
If you use the windows driver they have in the package, you will suffer with scratchy popping sound.
I have my own updated/repackaged version on my site (all the original distro is included). Feel free to use that one.
http://my.opera.com/dr-flay/blog/unreal
Last edited by Dr.Flay on Sat Mar 10, 2012 9:20 pm, edited 1 time in total.

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Re: UnrealTournament 99 sound quality issues

Post by Sergeant Todd » Sat Mar 10, 2012 10:02 am

Galaxy. It's bulletproof.
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Re: UnrealTournament 99 sound quality issues

Post by Dr.Flay » Sat Mar 10, 2012 9:24 pm

After going home and looking at my notes and configs I have edited/corrected my post.
I highly recommend those who stick with Galaxy, to install the EAX patched version.

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Re: UnrealTournament 99 sound quality issues

Post by Hermskii » Sun Mar 11, 2012 12:25 am

Got a good link?

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Re: UnrealTournament 99 sound quality issues

Post by Dr.Flay » Sun Mar 11, 2012 1:05 am

I have the Creative Labs patcher and files are in one convenient zip, on my page (link in the post above).
They are no longer findable on Creative's site :(
I have seen them hosted on a few other sites, but I decided to put them in 1 zip archive.

Shame they aren't well known/used. There would be EAX profiles for custom maps by now. :(
When I found it I re-played most of the classic maps again. Made me realise how blessed we are with custom content, when I never play any of the original maps anymore (shock-horror, not even facing worlds!)