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GS_EAXManager rev2.0b ready for testing #272439
06/18/09 07:15
06/18/09 07:15
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
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Nidhogg  Offline OP
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
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.



Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: GS_EAXManager rev2.0b ready for testing [Re: Nidhogg] #272468
06/18/09 09:15
06/18/09 09:15
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
sounds great, will try it out soon. thnx, this could be very useful



Ubi bene, ibi Patria.
Re: GS_EAXManager rev2.0b ready for testing [Re: Nidhogg] #272919
06/20/09 14:12
06/20/09 14:12
Joined: Apr 2008
Posts: 91
Canada
DC9 Offline
Junior Member
DC9  Offline
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Joined: Apr 2008
Posts: 91
Canada
[Quick feedback]
You've done a good job with this pluggin.

I tested from the demo only.
Comp. specs are:
Intel P4 2.4Gh
Creative Labs Sound Blaster Live
EAX2
DirectX 9c

The demo ran well and the sound transitions worked as coded. Two things you may want to work into the code though: First would be a trigger for threshold transitions. As is, the code triggers the outside environment sounds to stop as soon as the character enters a building or the pipe. A "threshold tigger" based on the distance that the character has moved beyond the entry point before the outside sounds are stopped would make the transition more natural (imo). This would also work in the opposite direction, when the character approaches the threshold trigger from inside the building. The second mod (related to the first) would be a fader affect that would reduce specific sounds. As an example, when the character enters the pipe and a threshold trigger is set, reduce the outside environment noise by a percentage while the footstep sounds continue at the normal volume. This would be applicable to any object that has a specific sound that would vary based on character distance from the entity. Another example, if a generator is running and the player character is close, the noise would be louder than if the character were further away.


DC9
Re: GS_EAXManager rev2.0b ready for testing [Re: DC9] #272941
06/20/09 16:17
06/20/09 16:17
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
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Nidhogg  Offline OP
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Thankyou for your feedback. I understand what you mean and I realize a decent
demo would do this Plugin better justice. I was just to tired to put a proper
demo together.

In the next release I will make more of en effort for the demo.
Please note thought, This plugin can only change enviromental effects and NOT
the actual sound source. It is up to the programmer to do all the other
sound source manipulations this is becuase GameStudio still handles all the
major sound routines. EG: To get the effect your are talking about you
could possibly issue a snd_tune() statement between changing enviroments.
Hope you understand what I mean.

But I will see if I can hard code the transition into the plugin.
I am still only an amature programmer so please bear with me.

Once again, thankyou very much for your feedback.
This is the sort of encouragement needed for me to continue developing the
plugin even further.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: GS_EAXManager rev2.0b ready for testing [Re: Nidhogg] #273194
06/21/09 21:36
06/21/09 21:36
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
Serious User
Nidhogg  Offline OP
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
How we going here people. Is this plugin worth the effort to continue with
development or what. Is it good enough for AUM and wikii.

Please let me know.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: GS_EAXManager rev2.0b ready for testing [Re: Nidhogg] #273203
06/22/09 00:43
06/22/09 00:43
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Posts: 1,710
but does this uses or needs a EAX compatible??
i heard no effect? and a eax warning pops out...

I have vista, onbord sound card ( i think..well its a laptop right..?)

Re: GS_EAXManager rev2.0b ready for testing [Re: MMike] #273209
06/22/09 02:03
06/22/09 02:03
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
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Nidhogg  Offline OP
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Yes you do need an EAX2 comapatible system.

What did the popup say just out of curiousity?


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: GS_EAXManager rev2.0b ready for testing [Re: Nidhogg] #273216
06/22/09 02:52
06/22/09 02:52
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Joined: Jul 2004
Posts: 1,710
it says;

"Full EAX2.0 support was not detected.
Be sure your primary audio device is EAX2.0 Capable."

i tried to install a eax emulator but for me it did not work, maybe there is a better emulator somewhere.

its a pitty i can't do anything, because this is a laptop, not a deskop pc, that i can remove audio card and buy a new one..

Re: GS_EAXManager rev2.0b ready for testing [Re: MMike] #273223
06/22/09 03:12
06/22/09 03:12
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Posts: 1,710
i still though openal could be a solution, they say its the future, but if you say its not its ok.

OPENAL - stuff

Last edited by MMike; 06/22/09 03:13.
Re: GS_EAXManager rev2.0b ready for testing [Re: MMike] #273228
06/22/09 03:37
06/22/09 03:37
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
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Nidhogg  Offline OP
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Thanks MMike, That version is outdated which is why I think I was having so many problems before.
I am trying a newer version and so far so good. I've managed to get the Efx going on a per sound source basis instead of a global effect,
which will give developers more freedom. "It's also a lot easier to work with.

The downfall is you will not be able to include the sounds in a *.wrs because it needs them to be in certain folder to load them.
The other thing is they have to be either *.wav or *.ogg.

The other good thing is with this newer version is, It allows person to choose either hardware or software for the sound.
The way I understand it is that with hardware it will only use it's capabilities and is less CPU intensive.
With software, It is a lot more compatable and SHOULD work as it uses the software for all Efx translations but is a lot more CPU hungry.

Anyway, Will see how I go. I really hope this is going to work the way I am expecting it to.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
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