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Old 27-03-21, 09:29   #11
Caesum
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Removed everything and added again. When I remove EAX I get info about 2D and 3D buffers available, but EAX is still greyed out. When I add EAX (original TRAOD or 4.0 one) then all buffers are greyed out.
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Old 27-03-21, 11:55   #12
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That is strange indeed. For my own install, in the Sound tab it clearly shows up as Found: "EAX Advanced HD 4.0" or something similar alongside all the options being clickable. And both sets of buffers show up with 256 for each.

I doubt it's any hardware issue, DSOAL is a generic workaround that makes the game think it's working in a Creative environment. But there is definitely a hangup somewhere, the game itself just isn't recognizing it's there for whatever reason.

I'm going to keep trying though. I'm determined to get this working for everyone. This is too valuable a tweak to just throw aside lol.

Last edited by Jathom95; 27-03-21 at 13:19.
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Old 27-03-21, 12:05   #13
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Caesum, I think I might've figured it out. And if this is the cause, I'm going to feel really stupid about forgetting this one lol, because it's probably a critical component considering it's what the files use to direct the calls into.

Could you check for me please to see if you have any driver or data installed for OpenAL? If not, grab the installer from http://openal.org/downloads/ and install it (the second choice, it says "Windows Installer").

Last edited by Jathom95; 27-03-21 at 13:06.
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Old 27-03-21, 12:10   #14
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That's so cool, thank you so much for this!

It works like a charm! I also tested it with Assassin's Creed 1 and Doom 3. In AC1 it works great! Doom 3 I tested with the Dhewm 3 source port and I changed the name of OpenAL32.dll to make it work. It works, but the native OpenAL solution of the source port works better. Then I also tested it with vanilla Doom 3 and while it's slighty less hall-y as with ALchemy, it still has more hall than the Dhewm 3 OpenAL implementation which makes some characters pretty hard to understand.
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Old 27-03-21, 12:16   #15
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Quote:
Originally Posted by Wooxman View Post
That's so cool, thank you so much for this!

It works like a charm! I also tested it with Assassin's Creed 1 and Doom 3. In AC1 it works great! Doom 3 I tested with the Dhewm 3 source port and I changed the name of OpenAL32.dll to make it work. It works, but the native OpenAL solution of the source port works better. Then I also tested it with vanilla Doom 3 and while it's slighty less hall-y as with ALchemy, it still has more hall than the Dhewm 3 OpenAL implementation which makes some characters pretty hard to understand.
Glad it helped one person at least so far haha! I'm sure we'll figure it out for everyone else too.

Yes, no implementation is perfect of course and for every situation at that. But this method is actually the closest to a true EAX environment of the day. If I can find Nakamichi's old thread showcasing the video he made about the differences between implementations, I'll add it to the first post. People might not be readily aware how different DSOAL is going to sound compared to ALchemy.
Edit: Found it. Was linked in Maverin's optimized settings thread. Adding it to the first post.

Last edited by Jathom95; 27-03-21 at 12:20.
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Old 27-03-21, 12:22   #16
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Yeah, that would be a good idea. A lot of people probably aren't using dedicated sound cards and headphones/headsets, which could make it harder to spot the difference. I had an EAX sound card back in the day but the last time I played AoD with it was probably in 2004 or 2005 and back then I only used cheap PC speakers. And later when I discovered ALchemy I didn't notice that it sounds different from native hardware since it's hard to spot small nuances with PC speakers.
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Old 28-03-21, 18:24   #17
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I just tried this and it works like a charm!

Finally after ALLL these years we can experience AOD with the sound the way it was intended to sound. It makes a big difference with the ALchemy audio which was indeed way too loud, boomy and echo-y at a lot of places.

Thanks so much! This is a fix EVERYONE needs to know about!
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Old 28-03-21, 20:01   #18
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Quote:
Originally Posted by TRJTA View Post
I just tried this and it works like a charm!

Finally after ALLL these years we can experience AOD with the sound the way it was intended to sound. It makes a big difference with the ALchemy audio which was indeed way too loud, boomy and echo-y at a lot of places.

Thanks so much! This is a fix EVERYONE needs to know about!
You are quite welcome!

Yes, I was so glad there was an easy solution after all that didn't involve horrible sound quality as a tradeoff. Once I figured this out, never would've dreamed of keeping it for myself lol.

I'm just so happy to hear it's making everyone's experience that much better!

Last edited by Jathom95; 28-03-21 at 20:20.
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Old 29-03-21, 14:39   #19
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Quote:
Originally Posted by Jathom95 View Post
Caesum, I think I might've figured it out. And if this is the cause, I'm going to feel really stupid about forgetting this one lol, because it's probably a critical component considering it's what the files use to direct the calls into.

Could you check for me please to see if you have any driver or data installed for OpenAL? If not, grab the installer from http://openal.org/downloads/ and install it (the second choice, it says "Windows Installer").
I thought so too actually and checked it, unfortunately I do have OpenAL. No idea why it doesn't want to work for me. The moment EAX is installed TRAOD cannot find it.
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Old 29-03-21, 15:21   #20
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I thought so too actually and checked it, unfortunately I do have OpenAL. No idea why it doesn't want to work for me. The moment EAX is installed TRAOD cannot find it.
Hmm, this is a tough one. I'm going through everything I can possibly think of that it can be.

Don't worry, though. I'm going to keep looking to see what I can find. I know it may not seem like a big deal, but I intend for everyone to be able to benefit from this knowledge.
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