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Satsun last won the day on October 13 2014

Satsun had the most liked content!

About Satsun

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  1. I have a Samsung CHG70 HDR monitor connected with DisplayPort. I typically do not have HDR enabled in the Windows 10 UI because it looks bad and most games that support proper HDR will simply switch the monitor to HDR mode as needed. If HDR is enabled in the Windows 10 UI, games that don't natively support HDR typically switch the monitor to non-HDR mode, however, I've noticed some non-HDR games not switching out of HDR mode. Detroit: Become Human (Steam demo) - Has an HDR option in its config file (GraphicOptions.JSON -- "HDR": true,), no option in the in-game settings, doesn't switch to
  2. I agree that the audio section should be broken out more for the spatial audio options, going as far as having separate boxes for EAX, A3D, and just "Spatial" or "Windows Spatial". My primary justification is because I really like how this list of HDR games is able to be generated based on that box being checked in a game's page. Since EAX, A3D, and Windows Spatial are all different enough, I think it would be a bit frustrating to be looking for a modern game with spatial options based on the 'EAX' box and have tech that hasn't been relevant for over a decade mixed in with the results. I've be
  3. Are you saying that FMOD and Wwise are not APIs? I don't know for sure, but at least this guy and this guy calls them APIs. Wwise and FMOD are definitely their own audio engine but they also have their own API since they don't depend on DirectX. FMOD does have some hardware and EAX features that depend on OpenAL, but other than that FMOD is its own entity. I believe that FMOD and Wwise just go straight
  4. I'm sure I need to do some clean-up on my page but I'm not too concerned with researching very deep into DirectSound and XAudio2, I do need to make sure that I'm using the correct terminology, though! :D When it comes to looking at a shipped game, I don't know how to differentiate between XAudio2 and XACT. I did see the note about MS recommending people use XACT but many games seem to have XAudio2 references in their executable so I just mark those as an XAudio2 game. I think I marked Bastion as XACT because it had no XAudio2 references but it has some sound banks associated with XACT (XWB
  5. I wouldn't mind contributing to adding audio software to the engine area. Some games have similar audio issues and I've noticed that these issues are typically related to the audio engine so if people had that information to reference then they might know what to expect. One common issue that was brought to my attention was odd center channel use in games that use Wwise; Dishonored and Borderlands 2 are just a couple games that exhibit this issue.
  6. Alright, so there is definitely something different about Fallout 3. The environmental effects don't seem different but certain sound effects play differently. Without ALchemy, surround sound still works but sounds are played differently. I went into a subway and noticed my footsteps playing in the center channel, this is without ALchemy. With ALchemy, the footstep sound was played in the two from speakers. I don't think FO3 uses EAX and surround definitely works without ALchemy, but it seems that using ALchemy definitely changes something so it is probably safe to say that if you want the bes
  7. This makes sense. Without the HAL, the game falls back to software / stereo mode but I assume this only happens in DirectSound3D games. DirectSound games that don't use the DirectSound3D component, work normally in software with surround sound. An example of that would be Fallout 3 and New Vegas. Those games use just DirectSound (no DS3D) and their surround sound works fine in NT6. Maybe it is different usage of DS and DS3D. Most DirectSound games I have tested that don't use EAX have functioning surround sound in software mode but most games that have EAX seem to fall back to stereo in sof
  8. I want to explain what i know about gaming audio so that it's clear why I write what I write in the wiki. What I've learned is from observation, since I don't program games I don't know the finer details; it would be nice if someone that knew such info could chime in. DirectSound DirectSound seems to have been the basis for Windows-based games between 1996 and 2007. What I mean by that, is that there were other audio tools or APIs, such as Miles Sound System, but it pretty much piggybacked on DirectSound. Unreal's audio plugin was Galaxy Audio, which also used DirectSound. It seems like e
  9. 2,068 downloads

    This guide was originally hosted on Creative's site (http://connect.creativelabs.com/alchemy/Downloads/ALchemy%20Quick%20Start.pdf) and provides instructions for configuring the ALchemy software to restore legacy DirectSound 3D effects to older games in Vista and newer Windows operating systems.
  10. Do you know how to find the "Sound card" entry through the site? Where is it located? I cannot find it by browsing, it only comes up while searching via Google. I've been thinking about it and perhaps the 'Sound card' information can be moved to the "Sound" entry in an area dedicated to legacy audio. Anything related to surround sound, EAX, and A3D restoration in older games will most definitely fall under legacy audio. I will begin working on organizing the information. Your sound card entry has most information necessary so I'm going to build on that.
  11. Because some older games require a wrapper to enable DirectSound features (surround sound, EAX, A3D) in post-XP operating systems, I was considering creating a guide dedicated to the subject so that it could be linked when a game required such a fix. Doing a little research, I found this (http://pcgamingwiki.com/wiki/Glossary:Sound_card) page that has a good bit of the necessary information but I can't find a way to manually navigate to that page through PCGW, I found it doing an external Google search; it doesn't appear to be in any list. While manually searching the site, I found this (http
  12. Yeah, I was thinking about that. Since the table says "Native" then if a game supports surround sound I suppose that box should be checked regardless of if there is an actual option in the game's settings. Maybe instead of the heading saying "Audio settings" it should say "Audio features".
  13. Under 'audio settings' I've been checking 'true' if a game has surround sound and then I realized that I wasn't taking that heading literally enough and decided that I need to be checking 'false' if the game doesn't actually have an option for various speaker configurations. Most games now days just auto detect the user's speaker configuration based on how they have their speakers configured in the operating systems sound device configuration. I'll be going back through and cleaning up changes I've made in the past and updating notes.
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