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Re: indirect sound

in Windows
lowenz wrote: No, but I mailed them to you the other day (I'm Lorenzo 😁 ) Haha, busted! Sorry, I knew who you were, but I somehow saw that email and then promptly forgot about it. Can I blame it on being busy? Old age? 😊

Re: indirect sound

in Windows
lowenz wrote: jonpol, have you seen this? https://github.com/nRaecheR/DirectSoundControl […] Show full quote jonpol, have you seen this? https://github.com/nRaecheR/DirectSoundControl A branch: https://github.com/elishacloud/DirectSoundControl No, I hadn't seen those. Looks interesting! Are you …

Re: indirect sound

in Windows
jonpol, I'm curious as to why EAX support emulation is now disabled by default. Is that because it was causing technical problems, was it causing confusion with people who didn't understand that it didn't actually enable EAX or was it something else? Thanks. When I was first working on …

Re: indirect sound

in Windows
vogamer wrote: Hi, do Realtek 3D SoundBack and Creative ALchemy achieve the same thing? With/without EAX? Hi, yes, those achieve the same thing if you have the proper hardware. They both also support EAX (which IndirectSound doesn't yet).

Re: indirect sound

in Windows
A question: we can be sure that the sample rate/bit quantisation/speaker setup is correctly read by *every* DSound application from the Windows Mixer? (if no other choice is given to the user) DirectSound only allows two things about the device to be changed : SetSpeakerConfig SetCooperativeLevel …

Re: indirect sound

in Windows
Up :D jonpol, can you explain me in details the differences between your work and this? Can IndirectSound get all the features of the (really old) DirectSound Control ? http://www.bockholdt.com/dsc/index2.html Hi! Sorry for ignoring your question... I didn't get an email notification about this …

Re: indirect sound

in Windows
Up :D jonpol, can you explain me in details the differences between your work and this? Can IndirectSound get all the features of the (really old) DirectSound Control ? http://www.bockholdt.com/dsc/index2.html Hi! Sorry for ignoring your question... I didn't get an email notification about this …

Re: Emulating EAX on any onboard sound hardware?

in PC Emulation
My point of that paragraph wasn't so much to ask "why isn't this working?" but more to ask "what are the chances that this doesn't affect the sound of all of the first three Thief games, all of the first four Hitman games, all of the first four Splinter Cell games, both of the Serious Sam games..." …

Re: indirect sound

in Windows
Surround/EAX aside, I know this is one famous compatibility issues (funnily, in one of the few games that albeit with reduced quality, still has multichannel output in software mode) I read through a good deal of posts in both links, and it seems likely to me that the problem there happens outside …

Re: indirect sound

in Windows
Just to ask: is this project strictly for getting surround sound from games that used to have it or is using it as a general directsound wrapper for compatibility reasons also something you want to work on? The original and primary goal for me was to re-enable surround sound. A secondary stretch …

Re: Diablo 2 Sound Question

in Windows
Stretch wrote: With my Guillemot Maxi Sound Fortissimo (YMF-744) in Win98SE, I can enable both 3d sound and Environmental Effects. Thanks for checking! Did you notice when you played the game whether any sounds were coming out of your rear speakers?

Re: Diablo 2 Sound Question

in Windows
Oh, haha, an expected coincidence then! 😊 In that case, if anyone else reading this has a chance to try Diablo 2 with either real EAX or A3D hardware, updawg and I would both be interested in learning what you find out!

Re: Diablo 2 Sound Question

in Windows
In a strange coincidence I had someone ask about Diablo 2 and IndirectSound this week, and so I've been doing some tests in the opening level. I couldn't find any sounds that played in the rear speakers; they are all positioned forward from the listener. This is a small sample size (just running …

Re: indirect sound

in Windows
It's not like I want to piss jonpol (I already feel like I did in some past e-mails) . Don't worry; it takes lot to upset me, and I apologize if I gave that impression :blush: I would think that Wine serves a different purpose than IndirectSound, but I've never used it and maybe I'm mistaken. I'm …

Re: Far Cry

in Windows
mirh wrote: And remember that albeit IndirectSound correctly restores DS hardware buffers (thus multichannel/positional audio on newer systems), EAX is not implemented (support is just faked)- (EAX emulation is being worked on though, and progress is being made! Someday... 😊 )

Re: EAX - native vs alchemy

in Windows
Yeah both software and hardware mode (only available if using ALchemy) gave me no sound out the back at all under Windows 8. Switching to XP on identical hardware everything worked great. I've always assumed that any audio hardware would work the same as mine in Vista onwards using DirectSound, but …

Re: EAX - native vs alchemy

in Windows
I was curious, and so I found my Silent Hill 2 discs and installed them. (It turns out that Silent Hill 2 has audio problems on multi-core processors which require the process affinity to be set to use a single CPU. This is easy to do and there are lots of good resources online, but I wasted quite a …

Re: EAX - native vs alchemy

in Windows
Oblivion runs with 3D sound in Windows 7 x64, regardless of what audio hardware you have; it creates so-called "deferred" DirectSound 3D buffers which will be run in software in Windows 7. (I know this because I used the beginning of the game extensively when I was first developing IndirectSound. It …

Re: EAX - native vs alchemy

in Windows
I haven't done any tests of native vs. ALchemy so I can't speak to that. I also haven't done much (if any) qualitative testing of EAX on/off to determine whether there is a "definite advantage", as you say. I have, however, looked at the actual EAX API calls that various games make as I've been …

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