Urban Terror Forums: iKALiZER : New audio engine (Surround sound UrbanTerror) - v0.22.00b - NewPatch - Urban Terror Forums

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

#571 User is offline   christophe_d13 (old) Icon

Posted 14 November 2009 - 12:37 AM

Hi.
I'm sorry, I don't have enough time to provide any help with the current version of iKALiZER.
I'm working hard on the new release... Wait and see.

Have fun.
[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

#572 User is offline   mitsubishi Icon

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Posted 23 November 2009 - 02:50 PM

Let me confirm something; it appears this project is largely closed source and only the part that lets it communicate with the ioquake3 source is available. I tried to fix the code available to make it work on latest source of ioq3 and now it kicks on the library which doesn't appear to have its source released.

#573 User is offline   p5yc0runn3r (old) Icon

Posted 25 November 2009 - 03:00 PM

View Postmitsubishi, on 23 November 2009 - 02:50 PM, said:

Let me confirm something; it appears this project is largely closed source and only the part that lets it communicate with the ioquake3 source is available. I tried to fix the code available to make it work on latest source of ioq3 and now it kicks on the library which doesn't appear to have its source released.


Not all source is open source. Not even Urban Terror is. Only the engine is open source. So iKalizer is closed source and I agree since he has to protect his IP rights. At the end of the day developing a sound engine like that is very complex. Keep up the good work and let us see (HEAR!) the next version soon!!!
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#574 User is offline   mitsubishi Icon

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Posted 25 November 2009 - 04:29 PM

View Postp5yc0runn3r, on 25 November 2009 - 11:00 PM, said:

iKalizer is closed source and I agree


I'm not saying it's anything to do with 'agreement' with it; it's only a very important matter when it gets to community engine builds and actual incorporation of the surround capabilities of this modification to the actual release of the game.

If it's closed source it complicates things, especially for gamers' engine builds; the mod could have an agreement I suppose.



plus it's very choppy to me and I can't use it hence I'd like to try it on a newer ioq3 build of my own but that's not possible or at least easily possible.

This post has been edited by mitsubishi: 25 November 2009 - 04:30 PM


#575 User is offline   QA RS| SubJunk Icon

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Posted 25 November 2009 - 10:43 PM

You can always ask Christophe, he might send you the source personally :)

#576 User is offline   mitsubishi Icon

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Posted 25 November 2009 - 11:07 PM

nah. I wouldn't want that kind of responsibility. even if it was possible, which i doubt.

#577 User is offline   mitsubishi Icon

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Posted 11 December 2009 - 02:18 PM

excellent. a recent ioq3 version which is in the public directory where other zips are here, takes away the hanged rendering issue; I hope it's compilable too. :mrgreen:

#578 User is offline   fda| ObScUrE Icon

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Posted 11 December 2009 - 02:49 PM

Source DailyNade.com

an interview with iKALiZER christophe gossa

improve audio with iKALiZER

would be nice to have these links in your first post christophe and the videos directly for the lazy people. ;)


View PostObScUrE, on 24 November 2009 - 07:31 AM, said:

Hey mitsubishi christophe
I found something that could help to solve one of the problems with all ioquake3 versions that are out at the moment(Iobumpy/iKALiZER/and your optimized version).
They come all with the old default size limitation for configs/scripts
#define MAX_CMD_BUFFER	16384

but with the original UrT.exe we had
#define MAX_CMD_BUFFER 65536

my config is actually 64,0 KB (65.536 Bytes) I cuttet it down to 6kb and it startet working with your build.
here is a link with the old default 16kb you have to change it to 64kb or higher

how lazy is that I quotet myself. 8-)

~The quiter you become, the more you are able to hear.~
01101000 01100101 01100001 01110010 00100000 01101101 01100101
AKG-K702

#579 User is offline   mitsubishi Icon

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Posted 11 December 2009 - 05:15 PM

Ikalizer is now included in my build (here).

Getting rid of the rendering issues I had with it on a recent ioq3 version is excellent news for me.

#580 User is offline   boogiepanda (old) Icon

Posted 11 December 2009 - 07:16 PM

Can anyone tell me how to turn it back to normal default sounds from the alternate gun sounds?
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#581 User is offline   mitsubishi Icon

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Posted 11 December 2009 - 10:42 PM

ikalizer_replacesamples 0 or remove iqs dir.

#582 User is offline   Julo (old) Icon

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Posted 12 December 2009 - 08:55 AM

hey!!

Wow big effort you put into this! :)

When I try to switch to channelmode 61, UrT crashes??

With mitsubishi's build it does work, but almost all sounds are concentrated on the center speaker and they sound terrible.
Also, enemy gunfire is almost not hearable!?!

#583 User is offline   |it| Genesis Icon

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Posted 12 December 2009 - 10:12 AM

I believe BK meant testing 10 bots + vanilla urt VS. 10 bots + ikalizer

have a control and then test vs. it
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#584 User is offline   Hoody (old) Icon

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Posted 13 December 2009 - 10:47 AM

I'm using ikalizer. If I put the replacement sound files in app data/quake3/q3ut4 they dont work. If I put them in my regular q3ut4 folder in program files, they do work.

In game the replacement sounds sound great, but all the non-replaced sounds (i.e. breathing and footsteps) sound very muffled and low in the mix. Is this normal, or do I need to tweak something?

CHeers
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#585 User is online   Merkymerc Icon

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Posted 13 December 2009 - 05:36 PM

I love some of the replaced sounds, I know it's all in my head, but for some reason I feel I spam way less with the different sounds. I have the same issue as Hoody, though. The other sounds in the game aren't loud enough compared to the gunshots etc.

This post has been edited by Merky: 13 December 2009 - 05:36 PM


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