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Topic: SS2 Headphones Sound Upgrade
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666c288e4000eThe_Atomik_Punk!

666c288e4009a
Holy smokes, that demonstration video you assembled sounds amazing Marvin- I need to get this working with my installation ASAP!

Unfortunately, I'm unable to get a grasp on your Quick Guide bullet points. I would greatly appreciate some help in understanding the following:

- What specific files(s) am I supposed to grab from the linked website? You stated "binaries", so I'm assuming it would be

"Win32 and Win64 binaries are also provided
openal-soft-1.17.2-bin.zip"


- That website also states above the download section "Building OpenAL Soft needs CMake version 2.6 or newer..."; do I need to grab that as well?

- For the life of me, I can't locate %APPDATA%\openal on my machine. Should I have that directory from installing SS2, or do I need to install OpenAL separately?

I apologize if any of the above questions come across as dim, but I'm genuinely confused as to how to proceed. I managed to follow the Newbie Modding Guide to setup my SS2 install without a hitch, but this headphone sound upgrade has me officially flummoxed; any assistance would be greatly appreciated!
666c288e40587
- Yes, openal-soft-1.17.2-bin.zip is the correct file. "Building" means that you compile the source code yourself and make your own binaries. Just ignore that part.

- You don't have that folder, you have to create it first. Open the windows explorer in your computer, there's a line at the top which displays your current path, like "Downloads" or "D: | Games | System Shock 2". Click next to the path, erase that line, and paste "%APPDATA%" (without the quotation marks). Press Enter and you will get redirected to your current appdata folder, which is probably C:\Users\NAME\Appdata\Local". Extract the archive there (7zip -> Extract here) and rename the "openal-soft-1.17.2-bin" folder to "openal".

No need to apologize. The Newbie Guide went through many iterations until it became so simple to understand as it is now. Maybe I can do the same some day. :)


Edit: I changed the guide a bit to clarify.
« Last Edit: 23. June 2016, 09:24:49 by Marvin »

666c288e40661The_Atomik_Punk!

666c288e406b5
Thank you very much Marvin for the help; I now have everything properly configured, and it sounds great! This is truly a phenomenal contribution to SS2 with regards to immersion, and it seems like it can be applied to other games as well. I'll definitely be setting this up for the Thief games...
666c288e407ac
Good to know it's working for you. And don't thank me, I didn't design OALS, thank Chris Robinson. :)
Acknowledged by: The_Atomik_Punk!

666c288e4088aThe_Atomik_Punk!

666c288e408d7
Has anyone tried this with Thief 1? I just set it up the same way as I did for SS2, and the audio has a LOT of echo (reverb), specifically with footsteps at the beginning of mission 1 on the cobblestone street, as well as the guards voices. Turning openalAL off in the audio settings removed all of this echo. I can get adding reverb to make it more realistic/immersive, but is it supposed to be this pronounced?
666c288e409af
You can try running the OALS config tool and overriding the reverb/disabling it there. But I haven't tried Thief so far.

666c288e40beaThe_Atomik_Punk!

666c288e40c3b
Hey thanks for pointing that out, Marvin. Disabling some of the effects using that utility tones down the pronounced echo effect that I was experiencing in Thief 1.

*EDIT  Yeah so after fiddling around a bit, the extreme echo is still there. Someone on tllg.com pointed me to an alternative guide to install OpenALSoft:

http://forums.thedarkmod.com/topic/17689-improve-your-tdm-experience-by-playing-with-openal-soft-hrtf-better-3d-audio/

The openal.ini included in that guide has a lot more options listed in the file, one of which is:

[reverb]

## boost: (global)
# A global amplification for reverb output, expressed in decibels. The value
# is logarithmic, so +6 will be a scale of (approximately) 2x, +12 will be a
# scale of 4x, etc. Similarly, -6 will be about half, and -12 about 1/4th. A
# value of 0 means no change.
boost = -12

by uncommenting boost, and entering -12, the intensity of the reverb is now perfectly balanced in Thief 1 and 2 for me now. Here's a shitty comparison video I made showing before and after the .ini edit; hopefully it will demonstrate that the default OpenALSoft reverb values are really intense for Thief 1 & 2 :

http://vid93.photobucket.com/albums/l56/3The_Atomik_Punk3/EAX%20Reverb%20Comparison_zpsnlbrqz7l.mp4

« Last Edit: 14. July 2016, 21:41:43 by The_Atomik_Punk! »
666c288e40d5f
Thanks for the info. The other guide uses an example options file with all options present, but almost all commented out, so you wouldn't hear a difference simply by using that file, you also have to uncomment the relevant lines. I'll put the boost option in and mention it in the guide. Remember that you can configure almost everything in the config tool without having to fiddle with text files.
Acknowledged by: The_Atomik_Punk!

666c288e41647Fallen+Keeper

666c288e4169e
I had some unpleasant screeching sounds whenever during transitions from one room to another, expecially if one room was filled with stronger sounds than the other. So I removed it, eliminating all the files.

Now something awkward is happening with all Dark Engine games: I can hear entities move and speak from great distances, I can hear the guards walking clearly behind closed doors as if they were next to me, for example. Also sounds cut suddenly whenever I get near to or far enough from the source.

Here's the log:

: PID: 4908
: CPU: arch=x86-64 , fam=586 , cpus=8
: SIMD: SSE=3 , 3DNow=0 , MMX=1
: OS Version: 6.1.7601 Service Pack 1
: Desktop resolution: 1920 x 1200
: Virtual desktop resolution: 1920 x 1200
: -----------------------------------------------------------
: Command line: Thief.EXE
: -----------------------------------------------------------
: CWD: C:\Games\Thief
: -----------------------------------------------------------
: App Version: Thief 2 Final 1.24
: --------------------- misc config -------------------------
: resname_base .\patches+.\tgpatch+.\res
: load_path .\patches+.\
: script_module_path .\
: movie_path .\movies
: mod_path usermods+mods\packfix+mods\candles+mods\EP\Thief1+NecroAge\Thief1+NecroAge+EP2\Thief1+EP2+mods+mods\t2skies+mods\EP
: uber_mod_path OSM
: install_path .\
: language english
: game_screen_size 1920 1200
: game_screen_depth 32
: game_screen_flags 45
: game_full_screen 1
: game_hardware 1
: single_display_mode 2
: ui_scale_mode 2
: use_d3d_display
: framerate_cap 100.0
: SlowFrame 4
: SlowFrameUI 10
: force_32bit
: force_32bit_textures
: mipmap_mode 2
: lm_mipmap_mode 0
: lm_init_texmem 2
: lm_filter_margin 1
: disable_lightmap_aniso
: tex_edge_padding 2
: alpha_test_as_opaque
: postprocess 1
: d3d_disp_enable_distortionfx
: sfx_device 4
: sfx_channels 48
: sfx_vol_music 0
: sfx_vol_2d 0
: sfx_vol_3d 0
: game dark
: dark1
: obj_min -6144
: obj_max 2048
: max_refs 8192
: gui_font intrface\smalfont
: enhanced_sky 1
: skip_intro
: new_mantle
: z_far 512
: wr_render_zcomp
: render_weapon_particles
: legacy_force_match_unrefs 0
: dark_zcomp_arm
: -----------------------------------------------------------
: Enumerating D3D9 adapters (1)...
:    Adapter 0
:       device name: \\.\DISPLAY1
:       driver     : nvd3dum.dll
:       descr      : NVIDIA GeForce GTX 680
:       driver ver : 0x000A0012-000D1AA6
:       vendor id  : 0x000010DE
:       device id  : 0x00001180
:       subsys id  : 0x096910DE
:       device guid: D7B71E3E-52C0-11CF-C869-64291CC2
:       desktop res: 1920 x 1200
:       Modes
:          640 x 480 x 16
:          720 x 480 x 16
:          720 x 576 x 16
:          800 x 600 x 16
:          1024 x 768 x 16
:          1152 x 864 x 16
:          1280 x 720 x 16
:          1280 x 768 x 16
:          1280 x 800 x 16
:          1280 x 960 x 16
:          1280 x 1024 x 16
:          1360 x 768 x 16
:          1366 x 768 x 16
:          1600 x 900 x 16
:          unsupported mode 1600 x 1024 x 16 (not in mode table)
:          unsupported mode 1600 x 1024 x 16 (not in mode table)
:          1600 x 1200 x 16
:          1680 x 1050 x 16
:          1920 x 1080 x 16
:          1920 x 1200 x 16
:          640 x 480 x 32
:          720 x 480 x 32
:          720 x 576 x 32
:          800 x 600 x 32
:          1024 x 768 x 32
:          1152 x 864 x 32
:          1280 x 720 x 32
:          1280 x 768 x 32
:          1280 x 800 x 32
:          1280 x 960 x 32
:          1280 x 1024 x 32
:          1360 x 768 x 32
:          1366 x 768 x 32
:          1600 x 900 x 32
:          unsupported mode 1600 x 1024 x 32 (not in mode table)
:          unsupported mode 1600 x 1024 x 32 (not in mode table)
:          1600 x 1200 x 32
:          1680 x 1050 x 32
:          1920 x 1080 x 32
:          1920 x 1200 x 32
:       Device Validation
:          validated ok, device added (0, E390000)
: Enumeration done
: OpenAL Init...
:    OpenAL32.dll: 6.14.357.25
:    wrap_oal.dll: 2.2.0.7
:    Default device: Altoparlanti (SB Recon3D PCIe)
:    Enumerating devices without validation...
:       Device: Altoparlanti (SB Recon3D PCIe)
:       Device: Uscita SPDIF (SB Recon3D PCIe)
:       Device: Generic Software
:       found 3 unvalidated device(s)
:    Enumerating extended devices without validation...
:       Device: Altoparlanti (SB Recon3D PCIe)
:       Device: Uscita SPDIF (SB Recon3D PCIe)
:       Device: Generic Software on Altoparlanti (SB Recon3D PCIe)
:       Device: Generic Software on Uscita SPDIF (SB Recon3D PCIe)
:       Device: Generic Software on Audio digitale (S/PDIF) (Dispositivo High Definition Audio)
:       found 3 unvalidated extended device(s)
:    Opening default OpenAL device "Altoparlanti (SB Recon3D PCIe)"...
:       Device 0 (default)
:          name       : Altoparlanti (SB Recon3D PCIe)
:          version    : 1.1
:          version str: 1.1
:          vendor     : Creative Labs Inc.
:          renderer   : Software
:          3D sources : 111
:          2D sources : 8
:          EFX        : 1
:          EAX2       : 1
:          EAX3       : 1
:          EAX4       : 1
:          EAX5       : 1
:          occlusion  : 1
:          XRAM       : 0
:    Opened device 'Altoparlanti (SB Recon3D PCIe)'
:       EAX reverb support enabled
:       occlusion support enabled
: D3DProvider: Enumerating adapter 0 modes
:    640 x 480 x 16
:    720 x 480 x 16
:    720 x 576 x 16
:    800 x 600 x 16
:    1024 x 768 x 16
:    1152 x 864 x 16
:    1280 x 720 x 16
:    1280 x 768 x 16
:    1280 x 800 x 16
:    1280 x 960 x 16
:    1280 x 1024 x 16
:    1360 x 768 x 16
:    1366 x 768 x 16
:    1600 x 900 x 16
:    unsupported mode 1600 x 1024 x 16 (not in mode table)
:    unsupported mode 1600 x 1024 x 16 (not in mode table)
:    1600 x 1200 x 16
:    1680 x 1050 x 16
:    1920 x 1080 x 16
:    1920 x 1200 x 16
:    640 x 480 x 32
:    720 x 480 x 32
:    720 x 576 x 32
:    800 x 600 x 32
:    1024 x 768 x 32
:    1152 x 864 x 32
:    1280 x 720 x 32
:    1280 x 768 x 32
:    1280 x 800 x 32
:    1280 x 960 x 32
:    1280 x 1024 x 32
:    1360 x 768 x 32
:    1366 x 768 x 32
:    1600 x 900 x 32
:    unsupported mode 1600 x 1024 x 32 (not in mode table)
:    unsupported mode 1600 x 1024 x 32 (not in mode table)
:    1600 x 1200 x 32
:    1680 x 1050 x 32
:    1920 x 1080 x 32
:    1920 x 1200 x 32
: D3DProvider: Enumeration done
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1920x1200x32 ; mode 640x480x32 (5 9 0 2D) ; 2d_surf_mode: 0
:    CreateDevice: res = D3D_OK ; 1920x1200 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
666c288e417cd
That sounds like a problem with the original resources or the sound card, although I don't know what it could be. What happens when you turn off OpenAL?
Since you're running Thief with OpenAL, I guess this query is better suited to its own thread.
« Last Edit: 01. August 2016, 08:11:42 by Marvin »

666c288e41873Fallen+Keeper

666c288e418bf
Everything was perfectly fine before trying this "upgrade". And I would have thought that deleting all the files would be enough to get rid of it.
666c288e41a1c
Yeah, why did you break this man's computer, Marv? Not cool!
EVERYTHING WAS JUST FINE.

666c288e41aa7Fallen+Keeper

666c288e41f5f
I ask my question again: What happens if you switch from OpenAL to Software or turn off Hardware Acceleration in the menu?
Everything was perfectly fine before trying this "upgrade". And I would have thought that deleting all the files would be enough to get rid of it.
It does, unless you also installed OALS on the OS level and did not get rid of it, still, Thief doesn't use it according to your log. There is zero chance of OALS "corrupting" your sound card driver or anything like that, it doesn't work like that, same as opening a BMP won't fry your GPU.
Now, if you were changing your sound card settings during installation, as is usually necessary at least for the sample rate, you can actually get problems in other games if the new options don't match. Check if you didn't mess up on that end, or reset to default.
In a crazy coincidence, your hardware might have become defective due to unrelated circumstances and you're attributing this to OALS. So another entry on your checkup list - if you absolutely cannot resolve any of your issues - would be to use your sound card and/or headphones with another computer and see how they work there.
That's as far as I can help you, sorry it didn't work out better for you.

You can always contact the software author via the project's mailing list, but I doubt he can help you either:
http://openal.org/mailman/listinfo/openal

666c288e4202fFallen+Keeper

666c288e4207b
I reset the driver and the problem went away, dunno what happened. This might have been a crazy coincidence, or not. Be it as it may, this was a nice upgrade, to bad I cannot use it due to the screeching sound I mentioned before. Not a biggie, to be honest, but I'd rather have a perfectly clean experience or none at all.

Anyway, thank you for your input.
666c288e421d7
For curiosity's sake: What is your current sample and bit rate in the Windows system control and what happens if you set it to 44.1 kHz and start a game, without using OALS?
I'm still certain that OALS did not screw up your system, that the problem lies elsewhere. But I can understand if you don't want to dig deeper.

666c288e422c5Fallen+Keeper

666c288e42311
I've tried to run at my default 48 khz and then at 44.1 as you suggested and I don't hear noticable differences in the OALS behavior. Generally sound "sounds" better at 48 khz though so I stick with it.

Actually right now I'm using the upgrade with System Shock 2, even if I gave up with Thief. There are more "sound glitches" in the latter, when you transition from an area with many sound sources to another. SS2 fares better, there only a few spots where those glitches occur so I might leave it on.

Of course without OpenAL everything is clean. Clean and dull.
666c288e42729
I've tried to run at my default 48 khz and then at 44.1 as you suggested and I don't hear noticable differences in the OALS behavior. Generally sound "sounds" better at 48 khz though so I stick with it.
Not true. 48 kHz works for movie DVDs because that's the sampling rate they were recorded at. CD audio and most games use 44.1 kHz. Playing them at 48 kHz requires non-linear upsampling which always introduces artifacts - this is even more relevant for HRTF in this case, which is why you should not use 48 kHz for Dark engine games (or most games, for that matter). Furthermore, the human ear cannot hear sounds above ~20 kHz (worse when you get older), so two times that frequency is the maximum sampling rate necessary for perfect audio playback.

Actually right now I'm using the upgrade with System Shock 2, even if I gave up with Thief. There are more "sound glitches" in the latter, when you transition from an area with many sound sources to another. SS2 fares better, there only a few spots where those glitches occur so I might leave it on.
I'd be really interested how those glitches manifest themselves in your game, but I guess you'd have to record a video. It's not about the reverb, right? Cause that was already solved thanks to another user with that problem, see the guide.

666c288e4280cFallen+Keeper

666c288e42859
You know, you might be fucking right and I might be a fucking idiot. I tried again with Thief, turning down the sample to 44.1 and I might be imagining things, but I don't hear those "artefacts" anymore.  I dunno what I tried when I was convinced I've set it to 44.1.

I'll keep playing Thief with these settings because I still THINK I'm "hearing" artefacts here and there but it might be just my imagination at play now.

666c288e4293eFallen+Keeper

666c288e4298a
I spoke to soon.

I just found one clear glitch, in Down to the Bonehoard. Near the place where you get down the ladder and avoid the falling boulder, there is a circular tunnel left by burricks, and that's where you start hearing the Horn. There is an invisible spot, just before entering that tunnel that I can hear the artefact everytime I pass there. It's like plugging off your headphones suddenly while you are still lesting to the music. It's much more toned down ofc, but it's still noticable in a game like Thief.

I'm positive I've set the sample to 44.1.
666c288e42a7b
You could post a savegame, at least then I could tell you if I had the same problem or not. You could also download the bat file from the first post, change the exe to thief.exe and post the log.
« Last Edit: 02. August 2016, 20:01:04 by Marvin »

666c288e42b37Fallen+Keeper

666c288e42b82
Here you are: a savegame and two logs I found in my folder after applying the logging.bat you've provided.
[THIEF.log expired]
[quick.sav expired]
[openallog.txt expired]
666c288e42c5e
'k, I need to find my Thief CD first. :D Will get back to you.

666c288e42cfcFallen+Keeper

666c288e42d48
If it's to much of a bother I could hunt down an example in SS2!

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