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iKALiZER : New audio engine (Surround sound UrbanTerror) - v0.22.00b - NewPatch Rate Topic: ***** 2 Votes

#556 User is offline   christophe_d13 (old) Icon

Posted 17 September 2009 - 08:24 PM

Thanks for your support, I'm fine... definitely  :mrgreen:

I'm don't know when I could continue to work on iKALiZER...

#557 User is offline   Crimeny Icon

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Posted 03 October 2009 - 01:45 AM

View Postchristophe_d13, on 17 September 2009 - 10:24 PM, said:

Thanks for your support, I'm fine... definitely  :mrgreen:

I'm don't know when I could continue to work on iKALiZER...

Oh no! I don't mean to be a pain, but apparently +vstr doesn't work in the new ioq3 branch. Is there any way to fix that?
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#558 User is offline   Mission85 Icon

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Posted 10 October 2009 - 11:04 AM

View PostCRIMENY, on 02 October 2009 - 07:45 PM, said:

Oh no! I don't mean to be a pain, but apparently +vstr doesn't work in the new ioq3 branch. Is there any way to fix that?


ya, the fix is as follows:

qcommon/cmd.c
/*
===============
Cmd_PVstr_f

Inserts the current value of a variable as command text
===============
*/
void Cmd_PVstr_f( void ) {
	char *v = NULL;
	static qboolean pushed = qfalse;

	// dunno why five...probably because + keys are handled differently...
	if (Cmd_Argc () != 5) {
		Com_Printf ("+vstr <variablename1> <variablename2>: execute a variable command on key press and release\n");
		return;
	}

	switch( Cmd_Argv( 0 )[0] ) {
		case '+':
			v = Cvar_VariableString( Cmd_Argv( 1 ) );
			pushed = qtrue;
			break;
		case '-':
			// we check this because otherwise key release would fire even in the console...
			if(pushed) {
				v = Cvar_VariableString( Cmd_Argv( 2 ) );
				pushed = qfalse;
			}
			break;
		default:
			Com_Printf("Cmd_PVstr_f: unexpected leading character '%c'\n", Cmd_Argv( 0 )[0]);
	}
	if (v) {
		Cbuf_InsertText( va("%s\n", v ) );
	}
}
at the bottom of cmd.c add
	Cmd_AddCommand ("+vstr",Cmd_PVstr_f);
	Cmd_SetCommandCompletionFunc( "+vstr", Cvar_CompleteCvarName );
	Cmd_AddCommand ("-vstr",Cmd_PVstr_f);
	Cmd_SetCommandCompletionFunc( "-vstr", Cvar_CompleteCvarName );


or at least thats what i did to fix it in my current ioquake3 build
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#559 User is offline   christophe_d13 (old) Icon

Posted 27 October 2009 - 05:37 PM

Hi.

After a short period of inactivity (some weeks), I've begin to further the development of iKALiZER gen 1.5
It needs a lot of work ! The new architecture seems to be more robust and easier to implement, but I'll need many weeks, maybe 2 or 3 months before providing a first alpha or beta release.

Wait and see.
[glow=red,2,300]IKALIZER Audio Engine for ioUrbanTerror... Love Surround Sound ![/glow]
Work in progress...

Website : www.ikalizer.com
UrT name in TDM: [ikalizer]christophe
Skype: christophe_d13

#560 User is offline   QA RS| SubJunk Icon

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Posted 27 October 2009 - 09:31 PM

View Postchristophe_d13, on 27 October 2009 - 04:37 PM, said:

Hi.

After a short period of inactivity (some weeks), I've begin to further the development of iKALiZER gen 1.5
It needs a lot of work ! The new architecture seems to be more robust and easier to implement, but I'll need many weeks, maybe 2 or 3 months before providing a first alpha or beta release.

Wait and see.

Glad to see you are working on it again :) Good job

#561 User is offline   Crimeny Icon

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Posted 28 October 2009 - 01:30 AM

Sounds good =]

I'm still very much a fan of ikalizer! I hope some game developers approach you with the big bucks to implement ikalizer into their games =]
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#562 User is offline   .um H3NRY Icon

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Posted 28 October 2009 - 08:09 AM

cant wait man, it kinda seems to " ordinary" without ikalizer now :)

#563 User is offline   mitsubishi Icon

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Posted 30 October 2009 - 10:57 AM

After several months, across several windows versions and across several video driver and audio driver versions I get stuttering/cuts in video every 5-10seconds with this and it seems it coincide with audio generation, e.g. the call of a radio call in game (it's small cuts of up to 0.5seconds that freeze the screen/video generation, not a lot but enough to be very disturbing and gameplay destroying). However, it's not just the radio since they keep happening after it's disabled or not heard. This happened with several ikalizer versions as well. The audio card is a recent onboard realtek.

#564 User is online   QA fda| ObScUrE Icon

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Posted 30 October 2009 - 04:31 PM

Here my settings
//IKALIZER SOUND ENGINE//
s_useIkalizer                     "1"                                  // Use iKALiZER Sourround Engine Instead The Internal Stereo Audio Engine
ikalizer_MaxUsage                 "7"                                  // Set The Max Amount Of Cpu Power Allowed To iKALiZER Default 7
ikalizer_MemoryAlloc              "64"                                 // Set The Total Memory Available For iKALiZER Typical=64 MB´s Is A Good Value For All Urban Terror Maps
ikalizer_EnableSMP                "0"                                  // Enable MultiCore only for iKALiZER
ikalizer_ChannelMode              "0x21"                               // Output Channel/Rendering Mode[0x20 2.0 stereo|0x21 2.0 Headphone Hybrid HRTF|0x22 2.0 360VirtualSoundHybrid HRTF|0x23 2.0 DolbyProLogic1|0x24 2.0 DolbyProLogic2|0x25 2.0 Holographic Headphone|0x26 2.0 VirtualHolographic Headphone|0x40 4.0 Quadriphonic|0x60 5.0 HomeTheatre without LFE|0x61 5.1 HomeTheatre with LFE]
ikalizer_ReplaceSamples           "1"                                  // 0 Disable IQS Replace Samples 1  Enable IQS Replace Samples
ikalizer_LimiterLevel             "0"                                  // Set The Limiter Gain/Level Typical= 0 [0=0dB|1=+6dB|2=+12dB|3=+20dB]
ikalizer_DynamicDelayLines        "-1"                                 // [-1Auto|0Disable|1Min|100Max] Reduces The Surround Quality Rendering Of Very Far Sounds Instead Of Near Sounds And Greatly Enhance Speed
ikalizer_SamplingRate             "22050"                              // 48000Hz Is The Best Value For HRTF And Hologrphic Rendering (Mode 0x21, 0x22 And 0x25) But Lowest Value Is Possible If The Sound Is Choppy Available Sampling Rates : 48000, 44100, 32000, 24000, 22050
ikalizer_VoiceCount               "12"                                 // Total Mixing Voice Typical= 24[20-40 seems to be a good value|48-64 is good for powerfull computer (max256)|Try lower value 12-16 if the sound is choppy]
ikalizer_LatencyDuration          "20"                                 // Set The Maximum Latency In Milliseconds Of Mixing Output Data Typical= 20
ikalizer_BufferDuration           "500"                                // Set The Total Output Buffer Length In Milliseconds Typical= 500 
ikalizer_SFXCount                 "4096"                               // Set The Total SFX Could Be Allocated Typical= 4096


I suggest you to check this settings for your needs.

ikalizer_EnableSMP                "0"                                  // Enable MultiCore only for iKALiZER
ikalizer_SamplingRate             "22050"                              // 48000Hz Is The Best Value For HRTF And Hologrphic Rendering (Mode 0x21, 0x22 And 0x25) But Lowest Value Is Possible If The Sound Is Choppy Available Sampling Rates : 48000, 44100, 32000, 24000, 22050
ikalizer_VoiceCount               "12"                                 // Total Mixing Voice Typical= 24[20-40 seems to be a good value|48-64 is good for powerfull computer (max256)|Try lower value 12-16 if the sound is choppy]
ikalizer_LatencyDuration          "50"                                 // Set The Maximum Latency In Milliseconds Of Mixing Output Data Typical= 20
ikalizer_BufferDuration           "800"  

I had the same problem before but the settings above fixed it for me.

This post has been edited by ObScUrE: 01 November 2009 - 03:51 PM

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#565 User is offline   mitsubishi Icon

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Posted 02 November 2009 - 11:25 AM

View PostObScUrE, on 31 October 2009 - 12:31 AM, said:

I had the same problem


Apparently, we didn't since the above settings didn't fix it.

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