Haha! XD
Happy New Year master Chutulu! :>
Haha! XD
Can you like explain this , as if your explaining it to someone who doesn't know sh**Lisa_Ann wrote: ↑Sat Jan 13, 2024 21:30
OpenAL Soft is an LGPL-licensed, cross-platform, software implementation of the OpenAL 3D audio API. It's forked from the open-sourced Windows version available originally from openal.org's SVN repository (now defunct). OpenAL provides capabilities for playing audio in a virtual 3D environment. Distance attenuation, doppler shift, and directional sound emitters are among the features handled by the API. More advanced effects, including air absorption, occlusion, and environmental reverb, are available through the EFX extension. It also facilitates streaming audio, multi-channel buffers, and audio capture.
Ioquake3 use OpenAL!
HRTF (Head Related Transfer Functions) refers to the way that the curvature of one's ears are used to localize sound in 3D space. Algorithms exist that can simulate this action, allowing for full 3D surround sound with just a normal pair of earphones or headphones. The resulting audio is refered to as binaural. While some games, such as CS:GO and Quake Champions include built-in HRTF options, many other games do not; requires external wrappers to enable. As such, it is not recommended for online usage. Listed are methods for adding HRTF using various APIs.
This 3D sound gives me a great gaming experience. The sound quality also seems better, although it obviously requires a suitable sound system.
I tried it with a studio monitor sound wall and studio headphones (both low-end) and it's amazingly good. I uploaded a quick ingame video, I didn't cut anything on it. The first 1 minute is not good because the story got stuck because of the music, but after that I turned it off and it works really well. Unfortunately, YouTube is not the real thing in terms of frame rate or sound quality, but the difference is still noticeable.
It also works on a smooth stereo system (this one is also in stereo).
I tried it against a bot, it's great to finally be able to hear where it is normally.
If there is a demand for it, I will describe how to install it, if not, then 1 video file more. :>
Well, it gave me a great experience at first, although the truth is that it needs at least some studio stuff. The plasma weapon, but also the sound of the rocket gives me a lot and I can hear the enemy much better (although the small number of people can be an advantage). I don't want to put the world to sleep with it, but a lot of people use it in a lot of fps (I think it's also built into quake champions). I thought you would find it interesting here.adminless wrote: ↑Sat Jan 13, 2024 23:48 it means the library the game engine uses to communicate audio to the hardware. you can think of that as some sort of middleware in-between the game and the audio driver. yes ioquake3 does natively support openal at runtime (s_useopenal 1 to enable or 0 to disable is the option) although for consistence with the original game and to avoid further dependencies (not all systems and hardware support it) on the builds I produce here they are compiled without openal support. they still use the original system libraries (direct sound, oss/alsa, cocoa and/or the android sound api) instead. in my experience with regular consumer audio chips (i.e. the on-board realtek audio chips and the likes) and standard headphones is probably not worth. yes, it probably produces some superior sound quality and it also feature some enhancements (i.e. post procesing) but that's all about it. it doesn't sound the way most people is used too and it's far from a dramatic improvement or anything in most circumstances/situations.
You think individuals hearing will effect this? Just like fov and vision right?Lisa_Ann wrote: ↑Sat Jan 13, 2024 23:58Well, it gave me a great experience at first, although the truth is that it needs at least some studio stuff. The plasma weapon, but also the sound of the rocket gives me a lot and I can hear the enemy much better (although the small number of people can be an advantage). I don't want to put the world to sleep with it, but a lot of people use it in a lot of fps (I think it's also built into quake champions). I thought you would find it interesting here.adminless wrote: ↑Sat Jan 13, 2024 23:48 it means the library the game engine uses to communicate audio to the hardware. you can think of that as some sort of middleware in-between the game and the audio driver. yes ioquake3 does natively support openal at runtime (s_useopenal 1 to enable or 0 to disable is the option) although for consistence with the original game and to avoid further dependencies (not all systems and hardware support it) on the builds I produce here they are compiled without openal support. they still use the original system libraries (direct sound, oss/alsa, cocoa and/or the android sound api) instead. in my experience with regular consumer audio chips (i.e. the on-board realtek audio chips and the likes) and standard headphones is probably not worth. yes, it probably produces some superior sound quality and it also feature some enhancements (i.e. post procesing) but that's all about it. it doesn't sound the way most people is used too and it's far from a dramatic improvement or anything in most circumstances/situations.
I don't know. Need time to test it. It has to many options. And in 2024 i have many projects in my workplace.. But I think it's a Interesting option :>PacMan wrote: ↑Sun Jan 14, 2024 12:04You think individuals hearing will effect this? Just like fov and vision right?Lisa_Ann wrote: ↑Sat Jan 13, 2024 23:58
Well, it gave me a great experience at first, although the truth is that it needs at least some studio stuff. The plasma weapon, but also the sound of the rocket gives me a lot and I can hear the enemy much better (although the small number of people can be an advantage). I don't want to put the world to sleep with it, but a lot of people use it in a lot of fps (I think it's also built into quake champions). I thought you would find it interesting here.