OpenXRay / xray-16

Improved version of the X-Ray Engine, the game engine used in the world-famous S.T.A.L.K.E.R. game series by GSC Game World. Join OpenXRay! ;)
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Sound improvements #1128

Open Xottab-DUTY opened 1 year ago

Xottab-DUTY commented 1 year ago
Xottab-DUTY commented 1 year ago

Useful links: https://github.com/FrictionalGames/OALWrapper – OpenAL wrapper with EFX support

https://github.com/id-Software/DOOM-3/tree/master/neo/openal/include – EAX 2.0 to EAX 5.0 headers https://github.com/id-Software/DOOM-3/tree/master/neo/sound https://github.com/dhewm/dhewm3/tree/master/neo/sound – OpenAL wrapper with EFX support https://github.com/dhewm/dhewm3/commit/ece2adbdcd3e485bc45efa0fba04f8c4907e65d1 – EAX to EFX port implementation

https://github.com/openalext/openalext/wiki

https://github.com/kcat/openal-soft/tree/master/examples

Xottab-DUTY commented 1 year ago

Useful commits: https://github.com/ShokerStlk/xray-16-SWM/commits/swm_dev/src/xrSound https://github.com/OGSR/OGSR-Engine/commit/265197f9641b55ce74a296b60cf894982f22be2a

mirh commented 1 year ago

Unless you are trying to *add* new effects to the game, I'm missing your aim.

Whether it's EAX or EFX, the end-user result should be the same. And since the only two implementations with a full support of either of them, also support the other now.. there's not really a point into switching them (besides just wanting to tinker with them for its own educational sake).

Xottab-DUTY commented 1 year ago

My main aim is, of course, EFX. Current implementation uses somewhat minimal set of features (I can be wrong) and, moreover, it's buggy on Linux.

Because of that, EAX is preferred on Windows and on Linux, where EAX is unavailable, EFX is disabled by default. (but can be enabled in the game options as usual)