dsoal
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POSITIONAL AUDIO WORKS BUT CAN'T FIGURE OUT WHETHER EAX/A3D IS WORKING
IN GAMES LIKE GTA VICE CITY, GTA 3,SAN ANDREAS, I INSTALLED THE PROGRAM AND USED A DIFFERENT HRTF FOR THE GAMES. THE HRTF WORKS WELL AND I CAN HEAR POSITIONAL AUDIO,BUT I CAN'T FIGURE OUT WHETHER EAX IS ON/OFF. BECAUSE THESE GAMES HAVE OPTION TO TURN OFF EAX AND WHEN I TURN IT OFF AND USE D3DSOUND,I GET THE SAME SOUND.
IS THERE ANY WAY I CAN FIND IF EAX EFFECTS ARE WORKING.
IN CASE OF A3D,1.0 I GET THE SAME KIND OF SOUND AS I WILL GET IN BOTH EAX OFF/ON.SO I CANT REALLY UNDERSTAND HOW TO UNDERSTAND THE EAX/A3D EFFECTS IN GAME.
THE GAMES HAVE THE SIMILAR PROBLEMS WITH THE BUILT-IN HRTF TOO. AND I ALSO TESTED OUT FALLOUT NV, FEAR, FAR CRY TOO
Didn't your mum teach you anything about caps locks and the internet? Then, GTA 3 has a selection for eax, but san andreas does not. And they support higher versions than the ones working here.
And A3D requires the right wrappers instead, this is only one little part of the possible problems.
Didn't your mum teach you anything about caps locks and the internet? Then, GTA 3 has a selection for eax, but san andreas does not. And they support higher versions than the ones working here.
And A3D requires the right wrappers instead, this is only one little part of the possible problems.
I wrote with caps lock off but while writing FEAR and selecting the shift option on mobile keyboard,the text got cap locked.
GTA 3 has options for eax, eax 3, dsound3d, my question was how should i understand if eax was activated after selecting eax option. Secondly A3D 1.0 was supported by DSOAL in GTA 3 but I couldn't find any difference between DSOUND3D, EAX or A3D. DSOAL supports EAX, A3D, is true, but i dont get any difference in turning off EAX or A3DD.
San Andreas supports EAX, EAX2, EAX3, EAX4 and the game provides proper HRTF too.
Dsound3D features are working. How shall I know if EAX and A3D features are working? That was my question.
DSOAL is literally Directsound-OpenAL. There's no A3D involved. If you want that try to use this.
As for the rest, if I'm understanding this right, I may suggest replacing "CAN'T FIGURE OUT WHETHER" with "enabling doesn't make a difference".
DSOAL is literally Directsound-OpenAL. There's no A3D involved. If you want that try to use this.
As for the rest, if I'm understanding this right, I may suggest replacing "CAN'T FIGURE OUT WHETHER" with "enabling doesn't make a difference".
You are right, Enabling doesn't make a difference . I installed Alchemy with restriction remover for helping in this matter but still i couldn't find out a difference. And for A3D 1.0, it gave me same sound as eax with DSOAL, but A3D 2.0 would crash. I don't know how this worked but lets leave it. However that piece of software: a3d live and a3d driver from pcgaming site didn't install on my Windows 10 PC. I would get a crash in the setup with the message "Install failed" for both of them.
This is absurd as i execute them with admin privileges, and they don't install.
However I now got A3D to work by a software named A3D-Alchemy
DSOAL is literally Directsound-OpenAL. There's no A3D involved. If you want that try to use this. As for the rest, if I'm understanding this right, I may suggest replacing "CAN'T FIGURE OUT WHETHER" with "enabling doesn't make a difference".
You are right, Enabling doesn't make a difference . I installed Alchemy with restriction remover for helping in this matter but still i couldn't find out a difference. And for A3D 1.0, it gave me same sound as eax with DSOAL, but A3D 2.0 would crash. I don't know how this worked but lets leave it. However that piece of software: a3d live and a3d driver from pcgaming site didn't install on my Windows 10 PC. I would get a crash in the setup with the message "Install failed" for both of them.
This is absurd as i execute them with admin privileges, and they don't install.
However I now got A3D to work by a software named A3D-Alchemy
I also find DSOAL supports a3d 1.0,not 2.0. Every a3d 1.0 game works for me.
Even the youtuber has videos of a3d on dsoal and has even found out bugs in its emulation
To see if EAX is actually used by a game run it with DSOAL and these environment variables set:
DSOAL_LOGLEVEL=3
DSOAL_LOGFILE=1_dsoal_log.txt
Warning: The DSOAL log file can get really huge: Hundreds of megabytes within minutes so don't play for too long with the environment variable set or make sure you have enough disk space and a capable text viewer.
This creates 1_dsoal_log.txt
next to a game's binary. Open it and search for EAX
and you should see the EAX calls a game makes.
I've seen some games claiming to have EAX support but not really doing anything with EAX although maybe I just didn't test them enough.
From my understanding the logfile can also be used to see if a game actually uses the DS3D API for positional audio. Some games apparently use dsound.dll but only use DSBuffer_SetPan
calls to generate positional audio, i.e. positional audio is only 2D. Other games apparantly use internal mixing and only use dsound.dll for the output of prerendered buffers. Usually the log file contains only calls dealing with buffers.
To check if a game actually uses DS3D for positional audio I search for DSPrimary3D_SetPosition
but I don't know if there are cases where this DS3D call doesn't appear in the log but the game still uses DS3D.
The last paragraph only stems from my observations, @kcat would need to confirm my interpretations are correct.
does dsoal even have a3d support, so you said it only has 1.0 but I REALLY want 2.0 because of half-life, this would be AMAZING
hope they can implement it
Dsoal does directsound to openal, that's it. There are some more or less functioning A3D wrappers, that may in turn rely on that, but these have nothing to do with this project.
tried out all of these once, none of them had wavetracing as far as i heard, i also looked up videos to compare with what i had and real hardware, these wrappers sounded nothing like the hardware sadly...
Yes, wavetracing was never part of A2D. You'll have to wait for that ZanQuance guy to put his life together for a complete wrapper.
WHO IS THAT, MORE INFORMATION PLEASE
btw I AM SO happy to have more information, thank you really really much
Yes, wavetracing was never part of A2D. You'll have to wait for that ZanQuance guy to put his life together for a complete wrapper.
can you gimme more information, maybe links? pls
https://www.vogons.org/viewtopic.php?f=62&t=41928
thankya
so, that is done in software, so it doesn't require expensive rare hardware and is (hopefully) soon complete?
if so, then CAN'T WAIT YEYEYEAS