I feel a bit bad to circlestop, but I cannot avoid to underline how that all of this retro-dreaming seems a bit pointless (if not for testing purposes) when dsoal exists.
Joseph_Joestar wrote on 2024-10-03, 10:32:
FYI, I've added the "ALchemy Support" column to the EAX games list on the Vogons Wiki. This should make it easier to discern games which are officially supported by Creative's ALchemy utility.
Previously, this support was only indicated in the notes section, which led to needless clutter. Now, you can filter ALchemy supported games by simply clicking on the arrows in that column.
Even putting aside the kcat proselytizing, I don't know why it would be that worthwhile to mention. I mean, with a specific column at least.
I don't think it's that often that it doesn't work (not even sure on why or how it wouldn't, except the famous case of games ran as administrator and loading dsound through COM) and if any I'd be way more worried with cases of it sounding like crap.
Just last week I was reflecting on how funny it is that people always call it a day when in-game toggles stop to be grayed out, despite the fact that nobody but those using ct_oal (I mean, the real one, not renamed sens_oal) ever had any hope for it to sound right.
Joseph_Joestar wrote on 2023-07-27, 14:54:Theoretically, OpenAL games should work and sound the same on Win7 and up. In practice, you need to check the PC Gaming Wiki and see if any sound issues are referenced there.
Specifically, Bioshock has missing sounds on Win8 and Win10, so you need to run it in WinXP compatibility mode on those operating systems.
I'm pretty sure that bug is just about the WASAPI renderer breaking when the system has no microphones. I don't remember if forcing openal could be a workaround, but nonetheless even if it didn't it would be just because the game audio thread completely dies.
Joseph_Joestar wrote on 2024-06-29, 14:18:I wish the CoD devs had used EAX 5.0 via OpenAL, which works fine on Vista+ too.
BioShock did just that, and it was released the same year. For me, it has more precise positional audio compared to the EAX-less CoD4. I think this could be (at least in part) due to Creative's "Pure Path" tech, which is exclusive to EAX 5.0.
That's very funny to argue considering the game MAY or MAY NOT actually be the one where openal is inferior to directsound, due to FMOD possibly only using it for output (i.e. not mixing).
p.s. EAX5 is supposedly openal-only, but openal can also be just eax 4 or 2.
Joseph_Joestar wrote on 2024-09-27, 07:47: […]
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- If a game ships with eax.dll that means it's using EAX Unified. Check the version number of that file via right click > properties. For example, if it's version 4.0.0.1 that means EAX 4.0 and everything below is supported. Example game: Street Racing Syndicate.
- If a game ships with OpenAL.dll or wrap_oal.dll open those files in a hex editor and search for the string "EAX". The versions of EAX that you find there are likely supported by the game. Example game: Pariah.
- If all else fails, open the game's executable in a hex editor and search for the string "EAX". The versions of EAX that you find there are likely supported by the game. Example game: Halo CE.
Nothing of these is correct, because there's plenty of boilerplate code that games could have linked from various SDKs despite the fact they don't use the newer and shinier features.
This is especially true for openal if you even understand what the router and the wrapper are supposed to do (I guess that at least with Unified, you could kinda lowkey infer that there has to be at least some higher "advanced" version to downgrade from, even though you cannot be sure on the specifics).
The only 99% certain way is checking what calls the game does (dsoal should log that for you) or trying to see with ghidra or whatnot if the game is even "using" those strings to actually check for anything.
Joseph_Joestar wrote on 2024-11-29, 19:19:Lastly, note how the game actually detects EAX 5.0 capabilities on the X-Fi, while not finding that on the Audigy 2 ZS (see the lines right below Init: AL_EXTENSIONS : EAX).
That seems quite literally just a call to alGetString(AL_EXTENSIONS).
(and I haven't checked UT3 in ghidra, but GoW source code is evidently just that)
Joseph_Joestar wrote on 2023-07-13, 15:36:It depends on the game, and how it was coded.
Generally speaking, games made before 2001 were likely coded with Win98 in mind, and expect VxD drivers for EAX support. Some of those games (but not all) can be buggy when WDM drivers are used. NFS4 and Baldur's Gate 2 are two examples that I personally know of. There could be more, but it's probably not a widespread issue.
I don't think (and I don't see how) games were coded to discriminate between NT and 9x.
It's far far far more likely instead, that the drivers themselves were quirky in different ways (in fact they literally rewrote the entire architecture once they could drop vxd)
Joseph_Joestar wrote on 2024-12-28, 11:24:I found a way to reliably reproduce EAX occlusion in Baldur's Gate 2, so I thought I'd document it here.
Joseph_Joestar wrote on 2023-07-13, 13:27:Not sure, I've never played NFS4 under WinXP. Maybe someone else can help you with that. It should be noted that WinXP cannot use VxD drivers, only WDM.
And while I haven't tested NFS4 under WinXP, I did try Baldur's Gate 2. That game loses some occlusion effects when WDM drivers are used, and therefore sounds slightly worse under WinXP. It's not a huge deal, but those occlusion effects are kinda neat when enemies are off-screen or behind closed doors.
It would be really really neat if you could compare that with dsoal.
Or discuss that with the GemRB guys, which surely knows a thing or two about the game internals.