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Showing results for tags 'efx'.
With TDM 2.06 mappers and players can use OpenAL EFX system, which is basically an open-source software replacement for systems like EAX, which, at the time, was available only for dedicated hardware by Creative. This allows us to set reverb definitions for rooms, and in my opinion, it's a game-changer for TDM FMs. If you ever played old Thief games with EAX-enabled hardware, you know what I mean. Otherwise, try playing Kingsal's Volta and the Stone with EFX On and Off to see the difference. It's a new life for game environments. The EAX reference page in the Wiki can be quite intimidating
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
Wasn't sure the best way to report or fix this is, but as I was recently trying to build TDM from the SVN source to get OpenAL sound output on Linux with reverb (the latest release doesn't seem to have it), and noticed a small issue in the source. In sound/snd_efxfile.cpp, there is this line which converts the "environment size" preset property to density: efxf(AL_EAXREVERB_DENSITY, (size < 2.0f) ? (size - 1.0f) : 1.0f);That's incorrect. The correct way to convert it, based on Creative's own EAX-to-EFX conversion tools and as adopted by the Dhewm3 port, is: float size = src.ParseFloat(); e