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Re: EAX2 is now in the Beta stage [Re: Darkyyes] #258055
03/27/09 12:31
03/27/09 12:31
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
even with unlocked alchemy, you can get better sound then just stereo even if you dont have a soundblaster.

(in win7, under unreal engine 3, videos doesnt have any sound, unlocked alchemy fixes this.)


3333333333
Re: OpenAL EAX2 v1.0 complete. [Re: Darkyyes] #258120
03/27/09 19:52
03/27/09 19:52
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
Serious User
Nidhogg  Offline OP
Serious User

Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Originally Posted By: Darkyyes
I sure love this plugin!! smile but I dont know what to request, what more is there to add? :p


It can be developed into a full fledged Sound Engine for GS. This plugin uses the same OpenAL code that was used for
Unreal Tournament 3, DOOM3 etc. Has support for up to 7.1 output. and the list goes on.

Originally Posted By: Darkyyes

the koko clock sounds the same and it follows the player around the whole map, footsteps didt sound to bounce relisticaly, dont know about the cylinder though, should there be some special kind of sound in there? as I noticed none tried on realtek hd audio manager and X-fi fatality and x-fi xtreme-gamer same thing.


You should be getting an echo effect in the pipe "cylinder" I have a Realtek HD with v5.10.0.5391 drivers and SB Audigy 4 everything works fine. The demo was created and compiled using v7.74 Beta A7 3DGameStudio

Originally Posted By: Darkyyes

There is also no slow sound change adaption from outside to inside, it just completely shuts off sounds from outside when you enter inside one of the house, adaption or better recognition needed cause there is no door either, if a door opens and closed the sound should be adapted to how fast the door gets closed,
and when closed minimal sounds should be heard from outside if close to the door, in the middle of the house only insides or very loud outside sounds. if its open it should be louder than when closed.
or is this something that user can control themselves easily?


It is a very rough demo I slapped together "Maybe I should work on a better demo" But the EAX2 is only an
Enviromental changer. The sound output is done with GS. So you do your sound settings in GS as you would normally
eg: snd_play ent_sndplay etc, and just add EAX2 to the type of room it is. Have a good look at the code in the demo
there are statments used to show where EAX2 code has been used.

Thankyou for your input.


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: OpenAL EAX2 v1.0 complete. [Re: Nidhogg] #258183
03/28/09 11:56
03/28/09 11:56
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
hmpf, doesnt work here...

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