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[2.06] Setting EFX effects

efx openal

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#1 stgatilov

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Posted 28 May 2018 - 09:08 AM

The sound system in TDM version 2.06 has been switched to OpenAL on all platforms.

It means that the environmental effects (formerly known as EAX) can now be used by everyone with no requirements on sound hardware.

 

This wiki page explains generic pipeline about setting EFX in your map.

Also see this Judith's post for some ready-to-use presets.

For now the best approach perhaps is to copy/paste these presets into EFX file.

 

 

If you have any problems or questions regarding EFX, the most suitable people to ask are: me and Judith.

The Judith's topic is the recommended place for discussing EFX presets and properties.

 

P.S. Do not forget to enable OpenAL EFX in the main menu  :D


  • Bikerdude, Judith, RPGista and 1 other like this

#2 Judith

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Posted 28 May 2018 - 10:55 AM

The wiki entry looks much better now :) All in all, this might look a bit intimidating, but it really isn't that hard or even time consuming, while the sound quality increases a lot. If you don't want to spend too much time on this, just use the presets posted in the forum topic. And you don't need to use all features of the location system for it, so it's pretty easy to set up. Basically, just place location separators so they touch visportals you want to act as "sound zone" boundaries, then put location info entities inside your sound zones, give them names, and you're done. The rest is just editing the .efx text file and copypasting presets.



#3 grayman

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Posted 28 May 2018 - 10:58 AM

Nice work, @ST.

 

The wiki page title says "EAX" when I think you meant to say "EFX".



#4 stgatilov

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Posted 28 May 2018 - 11:10 AM

The wiki page title says "EAX" when I think you meant to say "EFX".

I am hesitant to rename a wiki page, because it will change its url.

This is the original title.





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