VOGONS

Common searches


Search results

Display options

Re: indirect sound

in Windows
Kind of late, but would you reconsider adding XP compatibility at some point? Turns out we now have these "pure", minimalist, homebrew CMI8738/68 super-low-latency drivers which are an absolute blessing for emulation. Unfortunately all of this comes with a price; no support for any type of hardware …

Re: indirect sound

in Windows
HI! Sorry for the delay in responding. Sorry, I just briefly looked at your link, but I'm not understanding. Let me try to restate and you can correct anything I get wrong: You are doing emulation (of console games, I guess?) on an actual Windows XP system, but the drivers that you are using don't …

Re: Emulating EAX on any onboard sound hardware?

in PC Emulation
Regarding IndirectSound vs. ALchemy: There is no reason to use IndirectSound if you have an actual SoundBlaster and ALchemy is working. Are you sure? AFAIK EAX is nothing more than audio extension library, it just provides different effects not positional audio. For example in Thief 3 i still have …

Re: Emulating EAX on any onboard sound hardware?

in PC Emulation
Regarding IndirectSound vs. ALchemy: There is no reason to use IndirectSound if you have an actual SoundBlaster and ALchemy is working. Regarding how to know whether EAX is working or not: If you want to hear what EAX sounds like I recommend RightMark 3D Sound . It will let you choose different …

Re: indirect sound

in Windows
BTW, can IndirectSound work on Windows XP? I tried it on VMware virtual machine where it outputs: The requested audio device {BD6DD71A-3DEB-11D1-B171-00C04FC20001} was not found! I'm curious because without specific sound card, you get as much features via DirectSound on XP as on Vista+. At one …

Re: APIs

in Windows
I got in touch with Chris eventually (hence [part of] the delay).. And there doesn't seem to be any intrinsic "added" requirement to specify buffers. Furthermore for as much, yes, the "audio chain" would get conceptually lengthened, there's no indication of any significant penalty in latency (I …

Re: indirect sound

in Windows
Another interesting thing, guid3DAlgorithm member of DSBUFFERDESC structure. Setting it to DS3DALG_HRTF_FULL or DS3DALG_HRTF_LIGHT when creating secondary buffers with 3D control will enable HRTF processing for software buffers. It's only implemented on Windows 98 - XP though. The default behavior …

Re: indirect sound

in Windows
No, those messages are not new in 0.15, I just forgot to report it earlier. I think the reason you're not getting them is because you're testing with The Suffering instead of the sequel: The Suffering: Ties That Bind. The message does not appear in the first game and the first game is the only one …

Re: indirect sound

in Windows
The log file is spammed with those when playing The Suffering: Ties That Bind: Emulated hardware buffers don't support the requested controls Thanks for letting me know! That error means that it's trying to use one of the effects listed here . I just played through the intro cutscene a few times ( …

Re: indirect sound

in Windows
A new version of IndirectSound has been released: Version 0.15 It no longer uses X3DAudio, and instead implements its own 3D calculations trying to emulate the behavior of my Sound Blaster X-Fi in Windows XP. Subjectively I feel that the 3D effect is much improved and it fixes some long-standing …

Re: indirect sound

in Windows
You reminded me of a [possibly?] interesting story about Mafia. I never played it when it came out, so I bought it just to fix some bugs that a guy was reporting with IndirectSound and consequently I was just playing the introduction over and over with that in mind. No matter what I did, though, I …

Re: indirect sound

in Windows
One obvious difference between XP's basic DirectSound and Vista+'s basic DirectSound, most sounds in Max Payne don't play in Vista+ unless converted. There's something about those WAVE files. Anyone knows? I fixed that problem with DirectSound -> OpenAL wrapper so now it at least works on Windows …

Re: indirect sound

in Windows
It's certainly understandable why the Windows audio stack changed like it did after XP. But I do think a bit more could've been done with DirectSound to at least optionally emulate hardware audio so that existing apps could retain some features, like surround sound and EAX. I can't presume to speak …

Re: APIs

in Windows
but I think what you are saying is that I should use OpenAL? If you're curious I'm willing to give more reasons why I didn't (and why I don't regret that decision), but I can't guarantee that you will find any of those reasons convincing :blush: Yeah more or less Ok, well, I already discussed some …

Re: APIs

in Windows
Hi mirh, Last time I had checked , XAudio2 on XP was itself implemented over directsound.. So that'd be quite ironic, if not bad. Anyway, the point of my post was asking what the actual best® way to do this would be. John already told me about his idea of re-basing over WASAPI (which is also …

Re: indirect sound

in Windows
0.14 is here :D http://www.indirectsound.com/downloads/IndirectSound_0_14.zip Yes, this fixes the issues with Drakan that UCyborg discovered. Drakan enables Doppler shifting and also changes the world units from the default. I was making a rookie mistake of multiplying instead of dividing when …

Re: indirect sound

in Windows
Oh, yeah, I skipped form Windows 7 to 10 haha. Now that I see what's happening it makes total sense, but I don't think I ever would have thought of it... Was this change common knowledge when Windows 8 came out, and I just missed the memo? I don't know, I only noticed it when I copied my Max Payne …

Re: indirect sound

in Windows
Right, it tells me to set maxFrequencyRatio to something really high like 17121.2. The number is different every time. Here's the demo version for you to play with. I've packed it with the latest IndirectSound and dgVoodoo2, the demo is the buggiest so it won't work without dgVoodoo. You can also …

Re: indirect sound

in Windows
I've noticed that in Drakan: Order of The Flame, sounds are funked up, like playing bad tape. Have to hear it yourself, when you start the game, hold Shift and make sure 3D sound buffers are enabled on Sound tab. Unfortunately I don't have that game and from what I can tell it's not available to …

Re: indirect sound

in Windows
jonpol, Thanks for the IndirectSound wrapper. Is it possible to take advantage of OpenAL (OpenAL32.dll) or "OpenAL Soft" (soft_oal.dll) to emulate EAX effects? http://kcat.strangesoft.net/openal.html OpenAL Soft has EAX emulation (which can be turned on/off through alsoft-config.exe), but I can't …

Page 3 of 5