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By ominous onion
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.
Hello everyone, I would like to clarify why my editing in the article on sound is constantly canceled?
Here is the evidence on the pictures below about the difference in sound on the spectrograms.
As you can probably notice, that on Windows 10 samples are more identical to the original, rather than on Windows 7.
Used materials in this tests
Windows 10 on Realtek
Windows 10 on Creative G1
Windows 7 on Realtek
Windows 7 on Creative G1
The peculiarity of this behavior in terms of sound in Windows 7 was caused by the introduction of DRM at the development stage of Windows Vista, which is also easily confirmed by reading the development literature.
To carry out this test, recording through the line input via the built-in sound card with the help of Audacity was used and then the results were transferred to the schedule through the Spek.
The conditions were the same (Volume 80% output and input) and the same player Foobar2000 on default settings (no asio/openal and ks with wasapi exclusive for output) was used.
For very talented people, I note that the sound system has remained the same since Windows Vista, but has been significantly reworked: https://www.head-fi.org/threads/windows-10-has-better-sound-quality-than-windows-7-on-my-computer-not-necessarily-yours.789224/
Especially it is important for the old and not-so games that use DirectSound.
And for those who like to listen to music, and especially in a high quality, because windose 10 does not force you to use all sorts of workarounds crutches mentioned above.
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