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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...

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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   mission (old) Icon

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

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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

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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 online   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 offline   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 online   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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Posted 02 November 2009 - 04:51 PM

can you post some details about your pc?
CPU: ghz, single-, dual-, quad- core
ikalizer_EnableSMP "1" //enables multicore support
the last version of iKALiZER uses the new ioQuake3 build that should give you a small boost but don't support vstr. :/

I run iKALiZER on 1,8Ghz AMD turion (singlecore)
but I have to agree that my laptop can't handle UrT or iKALiZER really.

first problem the fighting situations (but there is really much that iKALiZER has to render).
second problem are the radio calls they need longer when you hear them the first time in the game.

~The quiter you become, the more you are able to hear.~
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#567 User is online   mitsubishi Icon

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Posted 02 November 2009 - 09:48 PM

I have posted this problem at least twice before. I merely posted to mention it isn't solved. My setup is still a common core 2 duo on a common realtek onboard card.

smp on 1 or 0 doesn't change that behavior.

it persists through windows versions (vista 32 or 7 64 at least and perhaps also xp 32), and since this may not be apparent on other users, the exact hardware is: (probably repeating it)


Realtek High Definition Audio - Realtek Semiconductor Corp - HDAUDIO\FUNC_01&VEN_10EC&DEV_0268&SUBSYS_1179FF0E&REV_1000 - Driver version 6.0.1.5969 (persists through various versions)

Core 2 Duo T7500

an Intel board

(not that it matters I guess) NVIDIA GeForce 8600M GT SLI (or non SLI)


the full specification http://uk.computers....ODUCT_ID=137380 (it's a laptop with nothing changed, well just more RAM)

it never does it with other games or other binaries so don't even think 'laptops suck'.

This post has been edited by mitsubishi: 02 November 2009 - 09:56 PM


#568 User is offline   disabled [51] don Icon

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Posted 12 November 2009 - 03:52 AM

got a q...

Right now I'm using Realtek HD onboard since my Audigy2 ZS causes BSODs on Vista64 during video playback. I'll be moving to Win7 soonish, though, so I will hopefully be able to use that card again. Would I be able to boost quality settings if I used that card, since I assume it's more powerful than the onboard. In GTASA, for example, I could hear weather effects and gun shots, while with onboard, I couldn't hear weather effects at all.

Here's all the iKalizer settings in my config:
seta s_useIkalizer 1
seta ikalizer_LimiterLevel 0
seta ikalizer_ChannelMode 0x24
seta ikalizer_VoiceCount 32
seta ikalizer_MemoryAlloc 64
seta ikalizer_EnableSMP 1


So the rest are default.

Would using that card allow me to hear more sounds at once? Sometimes I don't hear sounds, like a nade exploding, because there are just too many others playing (I presume that's why I don't hear some sounds, anyway).


Or is the Audigy2 ZS not powerful enough to really make a difference?

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Posted 12 November 2009 - 07:07 AM

most players stick to 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


Try that out for testing
ikalizer_VoiceCount               "256"                                // 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]


but I think its more how UrT handles that or bad lag.

~The quiter you become, the more you are able to hear.~
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#570 User is offline   Well Cooked Nade Burgers (old) Icon

Posted 13 November 2009 - 06:55 PM

View Postdon, on 12 November 2009 - 01:52 AM, said:

got a q...

Right now I'm using Realtek HD onboard since my Audigy2 ZS causes BSODs on Vista64 during video playback. I'll be moving to Win7 soonish, though, so I will hopefully be able to use that card again. Would I be able to boost quality settings if I used that card, since I assume it's more powerful than the onboard. In GTASA, for example, I could hear weather effects and gun shots, while with onboard, I couldn't hear weather effects at all.

Here's all the iKalizer settings in my config:
seta s_useIkalizer 1
seta ikalizer_LimiterLevel 0
seta ikalizer_ChannelMode 0x24
seta ikalizer_VoiceCount 32
seta ikalizer_MemoryAlloc 64
seta ikalizer_EnableSMP 1


So the rest are default.

Would using that card allow me to hear more sounds at once? Sometimes I don't hear sounds, like a nade exploding, because there are just too many others playing (I presume that's why I don't hear some sounds, anyway).


Or is the Audigy2 ZS not powerful enough to really make a difference?

thats because gtasa eax is buggy as hell
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