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3dj started following Creative ALchemy and San Andreas Advanced Control 2 - 64-bit fix
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Does SAAC 2.0 have any dependencies other than the Visual Basic 6 DLLs that the script installs and registers? I can get it to run, but it doesn't detect any of the controller inputs even though force feedback works. Everything works fine in SAAC 1.2 as long as it doesn't crash the game, but lately it's been crashing consistently even with the vanilla Steam and v1.0 downgrade and I can't figure out what's causing it to crash.
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3dj reacted to a comment on a file: Creative ALchemy
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Maybe try to get DSOAL working first with the suggestions here and then swap the dsound.dll with ALchemy's? https://airtable.com/shrtTsUtiAJQ7wFGI/tblNOTdmp5nHXfFGU/viwjDPuKOjBnIQunv/recg8ppdNkjRgFC7S Particularly the script to fix dsound.dll loading, also mentioned in this relevant thread: https://github.com/kcat/dsoal/issues/34#issuecomment-1139239755 Also, I think DirectSound only supported up to EAX4, which some reports say is the max supported by FEAR. Apparently EAX5 is only available in some native OpenAL games (which wouldn't need DSOAL/ALchemy wrappers anyway)
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Version 1.0.0
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F.E.A.R.: Extraction Point EAX Fix by D3SOL4TE Description ============ Fixes an issue where when enabling 'HW Mixing' in the in-game settings certain sounds would be absent. Installation ============= 1. Extract 'FEARXP_EAX_FIX.Arch00' to '<Path-to-FEAR>\FEARXP' e.g. 'C:\Program Files (x86)\Steam\steamapps\common\FEAR Ultimate Shooter Edition'. 2. Open 'Default.archcfg' located in '<Path-to-FEAR>\FEARXP' with Notepad and add 'FEARXP_EAX_FIX.Arch00' on a new line without the quotation marks. 3. Save and close the file. Unistallation ============== 1. Delete 'FEARXP_EAX_FIX.Arch00' located in '<Path-to-FEAR>\FEARXP'. 2. Open 'Default.archcfg' located in '<Path-to-FEAR>\FEARXP' with Notepad and delete the line 'FEARXP_EAX_FIX.Arch00'. 3. Save and close the file. Posted in https://discord.gg/SsNnde9pKv > https://discord.com/channels/769676466601984050/769678076518727731/1076670780911407204 Discussion: https://github.com/kcat/dsoal/issues/37 -
Sorry for the late response, got really busy during the holidays 😅 I see. In that case, I might be able to bring in a few more brains to pick on the subject. Totally agree: it's quite a complicated subject that has to be carefully broken down so we can categorize stuff accurately. Even though it's not 100% set in stone (suggestions are welcome), I took a stab at it. The basic category hierarchy goes something like: Binaural Audio (over headphones or speakers) Backend: audio API (DirectSound3D, OpenAL, Miles Sound System, Microsoft Spatial Sound, etc.) Feature: complimentary effects that are part of the backend (EAX, EFX, Dolby Surround, Dolby Pro-Logic II, etc.) Decoder: matrix surround upmixer (FreeSurround, HeSuVi matrix surround decoders, etc.) Wrapper: API translator (Creative Alchemy, DSOAL, etc) Renderer: HRTF audio mixer (Windows Sonic for Headphones, Dolby Atmos for Headphones, DTS Headphone:X, OpenAL Soft, HeSuVi, etc.) HRTF: audio filters used to simulate extra dimensions in limited hardware. Configuration: (Virtual) Surround: audio in 2 dimensions (channel-based without height like 4.0, 5.1, 7.1, etc) Spatial audio: audio in 3 dimensions (object-based, channel-based with height like 7.1.2, ambisonics or binaural recording) I don't have a lot of experience editing PCGW articles —let alone advanced restructuring— but I'm willing to give a hand so more people can find useful/relevant info from the database. Basically, the database is organized into bases (as in base game) and profiles (known possible configurations for every base/game). For instance, we could pull the best known profile for the matching Steam ID and add it to the PCGW article, or maybe even do something more advanced via the Airtable API. I'm not sure what would be the best way to integrate the database into articles, but there are plenty of options we can discuss 👍
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I'm already in the server and I think I skimmed through the conversation you're referring to, might have to dig it back up. Is there anyone in particular I should be talking to? and is this really that controversial of a change? I don't wanna step on anyone's toes, I just wanna help spread useful info for anyone who's looking for it
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I support this. Currently, spatial audio is usually shared with the EAX field, but those 2 are different techs for different purposes: Spatial audio is about directional positioning in 3D, while EAX is about environmental reverb/echo. I think it would be if nice spatial audio had its own field, but if having too many is a concern, perhaps it could be merged with the Surround field instead. Maybe with a broader but still accurate term like "binaural audio" or something more common like "channel configuration", "audio mix" or something along these lines. Tho I gotta admit it might be a challenge to show people how to report/update the new fields (maybe a description when hovering the fields?), let alone updating/unmerging old entries posted in the EAX section. Either way, I've been compiling a database of games/apps that support proper 3D spatial audio or virtual surround as well as guides to set it up, demos, notes, etc.: Binaural spreadsheet - You can filter/sort/group by renderer/backend/platform/rating/etc Binaural search - Needs a (free) Airtable account but it's the easiest way to search and navigate the entire database. Anyone can add missing/new games using this form. I also made a brief intro for the general context and anyone interested in the tech can join our Discord server. If the PCGamingWiki devs want to link to my database, I'd be willing to help with the process. Many games in the database have an associated Steam ID that maybe could be used to link them to specific PCGW articles. https://airtable.com/shrvCI0M2DwOvunl3 Or maybe there's a better method, I'm open to talks so feel free to contact me, I'm more active on Discord (3DJ#5426)
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