Note: After applying the fix, Hardware acceleration and Allow EAX effects will still be greyed out in UruSetup.exe, however those settings no longer apply as this bypasses those settings to be forced on after the game has started.
This fix allows Hardware Acceleration and EAX to be enabled on modern systems using DSOAL, OpenAL Soft, or Creative ALchemy in URU: Complete Chronicles. Works on GOG version and should work with other versions also.
1. Extract files to <path to game> and overwrite existing files.
2. Set both files (plClientSetup.cfg and audio.ini) to read-only (right click each file --> properties --> check read-only --> click Apply and ok)
plClientSetup.cfg forces the audio device to be Generic Hardware by adding Audio.SetDeviceName "Generic Hardware" and has Audio.UseHardware and Audio.UseEAX set to true.
Audio.ini has Audio.UseHardware and Audio.UseEAX set to true.
Enables EAX in Thief I&II and System Shock 2.
With the NewDark patch there's no need to use "OpenAL", It's proprietary since v1.1 and the last release was in 2009.
These files uses OpenAL Soft, a modern, maintained fork of OpenAL.
NewDark versions of Thief, Thief II and System Shock 2 are required for this to work.
Advantage over using OpenAl is:
No need to install, simply copy and paste inte main game folder.
Head Related Transfer Functions (HRTF).
Reverb strenght can be set using alsoft.ini
Tips: Uninstall previous OpenAL software.
Disable any custom "3D-stereo" solutions such as Dolby Virtual Surround and any other globally applied crystalizers or equalisers. Also, you won't need any old emulation software like Alchemy.
OpenAL Soft 1.21.1
By ominous onion
Updated with OpenAL Soft 1.20.1
This project is for a DirectSound DLL replacement. It implements the
DirectSound interfaces by translating the calls to OpenAL, and fools
applications into thinking there is a hardware accelerated sound device. EAX is
also implemented (up to version 4) by using OpenAL's EFX extension, allowing
for environmental reverb with sound obstruction and occlusion effects.
Ultimately, this enables DirectSound applications to enable their DirectSound3D
acceleration path, and turn on EAX. The actual processing is being done by
OpenAL with no hardware acceleration requirement, allowing it to work on
systems where audio acceleration is not otherwise available.
Or more succinctly: it enables DirectSound3D surround sound and EAX for systems
without the requisite hardware.
To build the source, you will need CMake 2.6 or newer (you can get it from
<http://www.cmake.org/>). You can either use the CMake GUI, specifying the
directories for the source and where the build files should go, or using one of
the command-line programs, for example by first making sure to be in an empty
directory where the build files will go (such as the provided build/ sub-
directory) and running cmake with the path to the source.
Once successfully built, it should have created dsound.dll.
Once built, copy dsound.dll to the same location as the desired application's
executable. You must also provide an OpenAL DLL in the same location, named as
dsoal-aldrv.dll, or else the DLL will fail to work. Some applications may need
to be configured to use DirectSound3D acceleration and EAX, but it otherwise
goes to work the next time the application is run.
Source releases, the Git repository, and Windows binaries for OpenAL Soft are
available at its homepage <http://kcat.strangesoft.met/openal.html>.
Instructions are also provided there.
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