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Restore EAX effects through OpenAL's EFX.

Open Deledrius opened this issue 4 years ago • 13 comments

This re-implements the supported EAX effects using OpenAL's EFX. Some features (such as occlusion effects) are currently unsupported by OpenAL and required conversion or local implementation.

Deledrius avatar Oct 08 '21 00:10 Deledrius

If there's any interest in dusting this one off again, I would love to help in any way I can, depending on what the current blockers may be. This feature in particular is very near and dear to me - URU has never quite felt like URU without it, and getting this functionality restored even partially would be a tremendously huge W. So again, please let me know if I can be of any assistance here; my C++ is a little rusty, but I'm certainly no stranger to reviewing scripts and running tests.

Here's a thought - on the front-end side, in addition to the simple change of "Enable EAX" to "Enable EFX" in the options menu (there doesn't really seem to be room in the GUI for a description more detailed than that, unfortunately), we'll probably want to replace that "EAX ADVANCED HD" graphic at the bottom of the audio menu with a more generic OpenAL one as well: eax_to_openal

This would require a modification to the xoptionsguicomponents texture contained inside GUI_District_OptionsMenuGUI.prp - we don't have a source for this one (the version of this we have in the source files is from CC and is quite different), so as usual, the trick here would be figuring out how to modify this texture without introducing any new compression artifacts to the rest of the texture sheet. (Granted - this wouldn't be covered by this PR and would require a separate PR to moul-assets, but it seemed relevant to mention here.)

patmauro avatar Jul 21 '23 22:07 patmauro

No dusting off necessary, I've been actively working on this.

Updating the in-game text and graphics will definitely be something we'll need. I'll let you know when I get close to that stage!

Deledrius avatar Jul 21 '23 22:07 Deledrius

No dusting off necessary, I've been actively working on this.

Updating the in-game text and graphics will definitely be something we'll need. I'll let you know when I get close to that stage!

Sounds good. 🙂 In any case, the offer stands; happy to make myself available if you need an extra set of hands.

I may go ahead and look into a PR for that graphic in moul-assets unless there's any objection... seems like it might not be a bad idea to start ditching the user-facing EAX references anyway, regardless of the status of the EFX project. 🤔

patmauro avatar Jul 21 '23 23:07 patmauro

Sure, go ahead. We can replace that texture with a lossless one if it isn't already, so additional edits won't introduce any generational loss. I can't check on this at the moment, but feel free to start on a plan for it!

Deledrius avatar Jul 21 '23 23:07 Deledrius