dsoal
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No One Lives Forver 2 (NOLF2) + Contract J.A.C.K.
Experimented Versions: DSOAL - Don't uninitialize COM while an IMMDevice is open OpenAL Soft - Don't pass an EaxCall to initialize_fx_slots At this level Dialog work 3d eax
At the beginning of the level Dialog doesn't work eax
This is where EAX conversations work. Probably the conversations of the enemies are working. NPC story dialogues do not work.
Interesting observation! If the bird is hurt, the dialogue sound will work EAX.🤔 🤔 🤔
With DSOAL music doesn't work. ALchemy works echo dialog DSOAL doesn't works echo dialog
Video test NPC dialog. Music not working with DSOAL. DSOAL https://drive.google.com/file/d/1Q-D-JHchvU4Sb0gs4mP2riRTg_962TE7/view?usp=sharing
ALchemy https://drive.google.com/file/d/14gTBlLC-SlXYa05jplU5R72jr3MM2uxi/view?usp=sharing
I can confirm shooting that robot bird near the first level makes its dialog get spatialized. Kinda bizarre. Also, it seems the listener orientation doesn't rotate vertically with the camera, tho perhaps that might just be an oversight in the game's DirectSound3D implementation. Here's some footage: https://youtu.be/7sYlcbH_91g?t=367
Contract J.A.C.K. dsoal_error.txt
I can confirm shooting that robot bird near the first level makes its dialog get spatialized. Kinda bizarre.
By the way, this also happens in XP with real hardware and just like ALchemy, NPC dialog is non-spatial stereo (https://youtu.be/tMG-aa55Ac8), while in DSOAL it sounds like virtual front center speaker, not sure if that's even relevant but the behavior could provide a clue in case all dialog can be forced to be spatialized at all times, tho I wouldn't be surprised if the game was just hardcoded to behave like this.