Posted By: Nidhogg
GS_EAXManager rev2.0b ready for testing - 06/18/09 07:15
Hi all, Well after having so many problems with my last effort
I decided to develop a new EAX2 wrapper GS Plugin from scratch again. Major changes and info are listed below:
1: No longer using OpenAL as it uses efx instead of EAX extensions and is not 100% compatable with quite a few sound cards as well problems reported with VISTA.
2: Can now use your own custom Enviromental Audio Library
for individual levels. The Library creator will be available
on final release, So it's up to you people to let me know
if this version works for future development.
3: Compatable with Direct Sound 7 and upwards "Not sure about Directx 10 though" I am using v9c. So It should intergrate
with GameStudio a lot better.
4: Better error handling, Although annoying popup dialogs
come up on errors and sometimes crashes EAXManager, Need to reboot computer if that happens. This won't be a problem
with the final release though. There shouldn't be any problems
with this if you don't have any typo's for selecting a custom
EAL Preset.
5: No documentation but the demo is well documented in the
EAX_Presets.h and the check_env() routine found in player.c
contained in the data folder.
6: Some presets may not work it depends on your sound cards
capabilites. But the Defaults should work. Also some may sound the same, They aren't they just have a very slight variation.
7: EAX is for enviromental effects and will not work with individual sounds, "Although I may be able to do it another way
in a futuer release" again this will depend on feddback.
8: The eax.dll eaxman.dll GS_EAXMan.dll and the examples.eal
files MUST be located in the main folder of your project.
To understand what I mean, Look at the file structure located
in the demo.
9: This and future releases will be FREE to use under the terms
and conditions of the Open Source agreement.
10: Well that's about it I think, So if you want improvements
in future releases PLEASE leave feedback! becuase it looks like
we will be quite some time before Conitec itergrate any type
of Enviromental Audio capabilited into GS.
Ooops, Almost forgot the link: GS_EAXManager Demo
Oh Yeah, The demo is a project I'm working on so it's not very good. I will include a decent demo with the next release.
P.S PLEASE leave feedback.
EDIT: Could a moderator please delete my old post found here Old topic Thanks.
I decided to develop a new EAX2 wrapper GS Plugin from scratch again. Major changes and info are listed below:
1: No longer using OpenAL as it uses efx instead of EAX extensions and is not 100% compatable with quite a few sound cards as well problems reported with VISTA.
2: Can now use your own custom Enviromental Audio Library
for individual levels. The Library creator will be available
on final release, So it's up to you people to let me know
if this version works for future development.
3: Compatable with Direct Sound 7 and upwards "Not sure about Directx 10 though" I am using v9c. So It should intergrate
with GameStudio a lot better.
4: Better error handling, Although annoying popup dialogs
come up on errors and sometimes crashes EAXManager, Need to reboot computer if that happens. This won't be a problem
with the final release though. There shouldn't be any problems
with this if you don't have any typo's for selecting a custom
EAL Preset.
5: No documentation but the demo is well documented in the
EAX_Presets.h and the check_env() routine found in player.c
contained in the data folder.
6: Some presets may not work it depends on your sound cards
capabilites. But the Defaults should work. Also some may sound the same, They aren't they just have a very slight variation.
7: EAX is for enviromental effects and will not work with individual sounds, "Although I may be able to do it another way
in a futuer release" again this will depend on feddback.
8: The eax.dll eaxman.dll GS_EAXMan.dll and the examples.eal
files MUST be located in the main folder of your project.
To understand what I mean, Look at the file structure located
in the demo.
9: This and future releases will be FREE to use under the terms
and conditions of the Open Source agreement.
10: Well that's about it I think, So if you want improvements
in future releases PLEASE leave feedback! becuase it looks like
we will be quite some time before Conitec itergrate any type
of Enviromental Audio capabilited into GS.
Ooops, Almost forgot the link: GS_EAXManager Demo
Oh Yeah, The demo is a project I'm working on so it's not very good. I will include a decent demo with the next release.
P.S PLEASE leave feedback.
EDIT: Could a moderator please delete my old post found here Old topic Thanks.