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TUTORIAL: How to setup EAX for TDM on any soundcard


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#51 The Black Arrow

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Posted 17 August 2016 - 02:32 AM

That's a speaker entity that has an incorrect or missing sound shader. It's used to debug for authors.

However some maps may have this as without EAX no sound plays and due to the uncommon use of EAX it's more than likely the author just not knowing the issue is there.

 

The last map I played was "Full Moon Fever", maybe he should be informed about it despite being apparently a small issue.


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#52 Hiradur

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Posted 25 August 2016 - 07:53 AM

It's been a while since I used Creative ALchemy but I think HRTF through OpenAL Soft and EAX through ALchemy won't work together because the first one calls OpenAL and the second one calls DirectSound3D and I think one can use only one of these APIs at a time.

 

How many maps (and which ones) come with definitions for EAX anyway? I'd assume it's only few because EAX was dead for so long. Without definitions EAX shouldn't do anything, the only thing that would be left would be better 3d audio due to the DirectSound3D -> OpenAL wrapper of ALchemy. OpenAL Soft's 3D audio is better though.

 

That being said I'm looking forward to EFX availability on Linux and hope for more maps to make use of this great feature.


Edited by Hiradur, 25 August 2016 - 08:01 AM.


#53 Bikerdude

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Posted 25 August 2016 - 08:39 AM

How many maps (and which ones) come with definitions for EAX anyway?

None ATM, people ate working on test maps.



#54 Bikerdude

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Posted 25 August 2016 - 12:15 PM

Right here we go, a comparison between the native EAX on an older (2009) version of TDM and the new implementation -

 

Old

 

New



#55 Spooks

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Posted 25 August 2016 - 02:56 PM

How many maps (and which ones) come with definitions for EAX anyway?

 

As Demagogue said, Patently Dangerous has an EAX profile. So does Volta and the Stone, which I was surprised by. That's about it, I think.


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#56 rich_is_bored

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Posted 26 August 2016 - 03:11 AM

Bikerdude throws a mug. The guard gives no fucks. :laugh:


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#57 Bikerdude

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Posted 26 August 2016 - 06:49 AM

:laugh:



#58 Hiradur

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Posted 28 August 2016 - 08:06 AM

New

 

In this video you mentioned you want to tweak maps to sound right with ALchemy. IMO you shouldn't do that. ALchemy is notably buggy and not up to par with real EAX. For tweaking maps you should either use Windows XP with an EAX capable sound card or wait for OpenAL EFX effects. Everything else would be wasted effort because ALchemy is not a reference implementation of EAX.



#59 Bikerdude

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Posted 28 August 2016 - 08:20 AM

The above video was done on an Creative Xfi card, I had tried EAX previous without GW's alternative method and EAX didnt work. Although I will check again, with just native install and see how 2.04 perform's.



#60 Hiradur

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Posted 28 August 2016 - 08:33 AM

The above video was done on an Creative Xfi card, I had tried EAX previous without GW's alternative method and EAX didnt work. Although I will check again, with just native install and see how 2.04 perform's.

Are you using Windows XP? Windows Vista killed audio acceleration which is why EAX doesn't work natively on newer Windows versions. For ALchemy it doesn't matter if you have an EAX capable card or not (assuming you use the hacked version for non Creative cards). All effects are rendered in software so it's equally bad on any card because the emulation by ALchemy is not complete.


Edited by Hiradur, 28 August 2016 - 08:35 AM.


#61 Bikerdude

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Posted 28 August 2016 - 09:23 AM

yeah it was under windows 7, so I guess I will wait untill we get EFX working then.



#62 Anderson

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Posted 06 June 2017 - 11:43 AM

If this is resolved, can we expect that EAX reverb will work in 2.06?

 

http://bugs.thedarkm...iew.php?id=3955


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#63 nbohr1more

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Posted 06 June 2017 - 11:57 AM

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If this is resolved, can we expect that EAX reverb will work in 2.06?

 

http://bugs.thedarkm...iew.php?id=3955

 

Yes, if no other bugs are found, the EAX equivalent "EFX" will be included in 2.06. Our internal EAX demo map is working as expected.


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#64 Lex

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Posted 12 June 2017 - 12:02 PM

I've read the thread but I'm still left with 2 (probably dumb, sorry about that) questions.

 

1. Is this Alchemy restriction remover working with all games that have EAX support, not only TDM?

 

2. Regarding this:

 

 

Yes, if no other bugs are found, the EAX equivalent "EFX" will be included in 2.06. Our internal EAX demo map is working as expected.

 

If, as I understand, EFX uses OpenAL, we won't be needing Alchemy anymore for TDM, right?



#65 nbohr1more

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Posted 12 June 2017 - 12:49 PM

I've read the thread but I'm still left with 2 (probably dumb, sorry about that) questions.

 

1. Is this Alchemy restriction remover working with all games that have EAX support, not only TDM?

 

A: I think you are right.

 

2. Regarding this:

 

 

If, as I understand, EFX uses OpenAL, we won't be needing Alchemy anymore for TDM, right?

 

A: Yes, EFX uses OpenAL. No need for Alchemy or anything related to EAX command processing.


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#66 Goldwell

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Posted 13 June 2017 - 05:46 PM

Yeah, I use the alchemy program with Thief Gold/Thief 2 and Thief Deadly Shadows. As far as i'm aware it works on anything that uses the older EAX, you just have to add in the directory to the program and it should just work.


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#67 Lex

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Posted 14 June 2017 - 03:56 AM

Thanks, guys! Looking forward to seeing EFX in 2.06 release!






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