[RELz] Restoring Surround Sound and EAX

Post » Wed Mar 30, 2011 9:09 am

Hey, thanks for the effort into making this work. It's something I've been hoping for, but could never make happen. I also use my PC for audio engineering, and so have a more pro-sumer audio card, the M-Audio Delta 66... it's designed for recording, not gaming.

Anyway - I installed Side's EAX, the OBSE EAX plugin, and your .dlls. It's working in-game, i hear the effect - however, my music is gone. I hear effects, weapons, voices, birds, everything, but no music. I checked my oblivion.ini, and everything seems fine.

Any ideas? I'd love to use EAX, but I do enjoy the many many movie soundtracks i've painstackingly cut into my oblivion music folders.

(i with i could release my music folders as a mod, but it'd be banned pretty quick for copyright.... i've cut up all the LOTR movies, some great stuff from The Last Samurai, and some really spooky stuff from Shutter Island. Also lots of brilliant work from Dead Space 1 & 2 - but nothing that doesn't feel "lore-friendly" to me... no electric guitars or anything like that. it's just a stunningly beautiful soundtrack to live in Cyrodiil with.)
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Jamie Moysey
 
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Post » Wed Mar 30, 2011 12:11 am

Anyway - I installed Side's EAX, the OBSE EAX plugin, and your .dlls. It's working in-game, i hear the effect - however, my music is gone. I hear effects, weapons, voices, birds, everything, but no music. I checked my oblivion.ini, and everything seems fine.

Sounds like DirectShow's DirectSound output filter may have an issue with the replacement DLL. This may be a bit tough to track down, since it works fine with Wine's DirectShow. If you're comfortable with using the command line, you can get some debug output which may help:

  • Open the command prompt
  • Switch to Oblivion's directory. Usually something like:
    cd "C:\Program Files\Bethesda Softworks\Oblivion"

  • Then run Oblivion by doing this:
    set WINEDEBUG = +dsoundobse_loader.exe 2> dsound.log

Let the game start until it gets to the main menu (when it would play the title music), then quit. It should hopefully create a dsound.log file with a bunch of lines that start with "trace:dsound:...". If you could put that file in a zip/7z/rar and upload it somewhere where I can get it (sharesend.com seems to work decently, with little hassle), it would help immensely.
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Dina Boudreau
 
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Post » Wed Mar 30, 2011 10:43 am

sure thing. i'll get right on it.
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Yvonne Gruening
 
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Post » Wed Mar 30, 2011 11:03 am

followed your instructions - unfortunately, the dsound.log is empty.

here's the openal-info output.

Spoiler


J:\Games\Bethesda Softworks\Oblivion>openal-info.exe
Available playback devices:
WASAPI Default
WaveOut Default
Line 1/2 (M-Audio Delta 66) via WaveOut
Line 3/4 (M-Audio Delta 66) via WaveOut
S/PDIF (M-Audio Delta 66) via WaveOut
Multichannel (M-Audio Delta 66) via WaveOut
No Output
Available capture devices:
Monitor (M-Audio Delta 66) via WaveIn
Line 1/2 (M-Audio Delta 66) via WaveIn
Multichannel (M-Audio Delta 66) via WaveIn
Line 3/4 (M-Audio Delta 66) via WaveIn
S/PDIF (M-Audio Delta 66) via WaveIn
Default playback device: WASAPI Default
Default capture device: Monitor (M-Audio Delta 66) via WaveIn
ALC version: 1.1

** Info for device "WASAPI Default" **
ALC version: 1.1
ALC extensions:
ALC_ENUMERATE_ALL_EXT, ALC_ENUMERATION_EXT, ALC_EXT_CAPTURE,
ALC_EXT_DEDICATED, ALC_EXT_disconnect, ALC_EXT_EFX,
ALC_EXT_thread_local_context, ALC_SOFTX_loopback_device
OpenAL vendor string: OpenAL Community
OpenAL renderer string: OpenAL Soft
OpenAL version string: 1.1 ALSOFT 1.13
OpenAL extensions:
AL_EXT_DOUBLE, AL_EXT_EXPONENT_DISTANCE, AL_EXT_FLOAT32, AL_EXT_IMA4,
AL_EXT_LINEAR_DISTANCE, AL_EXT_MCFORMATS, AL_EXT_MULAW,
AL_EXT_MULAW_MCFORMATS, AL_EXT_OFFSET, AL_EXT_source_distance_model,
AL_LOKI_quadriphonic, AL_SOFTX_buffer_samples, AL_SOFT_buffer_sub_data,
AL_SOFT_loop_points
EFX version: 1.0
Max auxiliary sends: 1
Supported filters:
Low-pass
Supported effects:
EAX Reverb, Reverb, Echo, Ring Modulator, Dedicated Dialog, Dedicated LFE

J:\Games\Bethesda Softworks\Oblivion>

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Cool Man Sam
 
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Post » Wed Mar 30, 2011 1:11 pm

followed your instructions - unfortunately, the dsound.log is empty.

What if you run Oblivion directly, instead of obse_loader?
cd "C:\Program Files\Bethesda Softworks\Oblivion"set WINEDEBUG = +dsoundOblivion.exe 2> dsound.log

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k a t e
 
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Post » Wed Mar 30, 2011 4:05 am

Hmm, didn't notice the music issue since I've it disabled. dsound.log only had this if it helps any, running with obse loader:

fixme:dsound:DS8PrimaryProp_Set Unhandled propid: 0x0000000c
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ruCkii
 
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Post » Wed Mar 30, 2011 12:24 pm

Hmm, didn't notice the music issue since I've it disabled. dsound.log only had this if it helps any, running with obse loader:

fixme:dsound:DS8PrimaryProp_Set Unhandled propid: 0x0000000c

You ran set WINEDEBUG = +dsound first? I was hoping libwine.dll would be able to pick up on that environment variable and let dsound.dll output traces, too. I'll have to see what I can do about that.

That fixme is expected, though. It's the propid for DSPROPERTY_EAXLISTENER_ENVIRONMENTSIZE, which isn't handled in that version of the DLL. The version I'm currently working with tries to handle it.
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Kelvin
 
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Post » Wed Mar 30, 2011 8:27 am

You ran set WINEDEBUG = +dsound first?

Yep I did. Anyway, the lack of music didn't bother me since I like the game without it lol. Will be sure to check out the next version though.
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Dawn Farrell
 
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Post » Wed Mar 30, 2011 4:12 am

Hi Huleed,
Followed your instructions on getting EAX working and now I cannot start Oblivion from the OBSE loader exe. This is the error I am getting: The procedure entry point RegGetValueW could not be located in the dynamic link library KERNAL32.dll. I have never seen that one before. Any info on this? I run Win XP.

Raed


Update: Had to revert back to a previous working WinXP. But, the EAX is still not working in game. I use a Audigy 2 card.
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Hella Beast
 
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Post » Wed Mar 30, 2011 3:18 am

Hi Huleed,
Followed your instructions on getting EAX working and now I cannot start Oblivion from the OBSE loader exe. This is the error I am getting: The procedure entry point RegGetValueW could not be located in the dynamic link library KERNAL32.dll. I have never seen that one before. Any info on this? I run Win XP.

Raed


Update: Had to revert back to a previous working WinXP. But, the EAX is still not working in game. I use a Audigy 2 card.



Well, after smacking my head in frustration :facepalm: I finally got it working :rock: Now to play with the effects a little.

Raed
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Bloomer
 
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Post » Wed Mar 30, 2011 1:04 am

Hi Huleed,
Followed your instructions on getting EAX working and now I cannot start Oblivion from the OBSE loader exe. This is the error I am getting: The procedure entry point RegGetValueW could not be located in the dynamic link library KERNAL32.dll. I have never seen that one before. Any info on this? I run Win XP.

Seems that function was added in Vista/XP64. Guess I'll have to replace that call...

Update: Had to revert back to a previous working WinXP. But, the EAX is still not working in game. I use a Audigy 2 card.

Shouldn't WinXP+Audigy2 provide accelerated DirectSound and EAX already?
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Dezzeh
 
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Post » Wed Mar 30, 2011 1:09 am

Seems that function was added in Vista/XP64. Guess I'll have to replace that call...


Shouldn't WinXP+Audigy2 provide accelerated DirectSound and EAX already?



I was not 100% sure, but now it works correctly. I am only using the two mods you showed earlier in this topic though. Sorry for any confusion caused. :blush:

Raed
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Cat Haines
 
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Post » Wed Mar 30, 2011 3:31 pm

I was not 100% sure, but now it works correctly. I am only using the two mods you showed earlier in this topic though. Sorry for any confusion caused. :blush:

No problem. :)

I may be able to get out an update later today or tomorrow. It should interact better with MMDevApi, and handle the EnvironmentSize and EnvironmentDiffusion parameters.
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Alex Blacke
 
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Post » Wed Mar 30, 2011 2:29 pm

I put all of the files into my oblivion directory. Now my game is very choppy and jerky? Have i done it correctly? i am on windows 7 with a core i7 and have an asus xonar DX.

Thanks.
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Chris BEvan
 
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Post » Wed Mar 30, 2011 10:02 am

I put all of the files into my oblivion directory. Now my game is very choppy and jerky? Have i done it correctly? i am on windows 7 with a core i7 and have an asus xonar DX.

That's the correct way to install it, yes. You might want to wait until the next update, which may help with the choppiness you and poketama are experiencing.
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Markie Mark
 
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Post » Wed Mar 30, 2011 5:49 am

Thank you for this Huleed!

I have an Asus Xonar DX. Enabling the "GX" mode (driver implementation that process EAX calls) makes the game crash so I have to play with no EAX support. It is a known driver issue that has never been fixed.

With your software implementation I have EAX effects. However, performance drops below 50% on average (FPS anolysis). Enabling the "GX" mode does not make the game crash but I suppose its not using the driver anymore.
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Alan Whiston
 
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Post » Wed Mar 30, 2011 1:49 pm

Thank you for this Huleed!

I have an Asus Xonar DX. Enabling the "GX" mode (driver implementation that process EAX calls) makes the game crash so I have to play with no EAX support. It is a known driver issue that has never been fixed.

With your software implementation I have EAX effects. However, performance drops below 50% on average (FPS anolysis). Enabling the "GX" mode does not make the game crash but I suppose its not using the driver anymore.

I have that card also...it Rocks!
Are you using the Default driver? (shipped with sound card) I ask because I am using the Default driver and I can tick that GX mode and EAX seams to work.

Are these the things that are EAX?
Birds chirping in distance.
Roar and echo in caves with distant water dripping.
Conversations in cities fade and get louder as you walk around.
Wind coming from different directions.

I played that Video...Sides EAX and my game sounds just like that. I am just curious . Or do I need to install this to hear if there is indeed a difference? Might help if the OP had a video...one with EAX one without.
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Mark Hepworth
 
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Post » Wed Mar 30, 2011 4:19 am

Hi camaro-69_327

I thought you had an ASUS Xonar D2? I use the latest drivers (version 7.12.8.1792). I would not go back to any creative card again but it is a shame Oblivion crashes with GX mode on. I know all the other games I played have EAX without any issue i.e. DA2.

I suppose the GX mode does nothing until you either install the EAX plugin and experiment with the EAX settings or use Side's EAX mod with the OBSE EAX dll.
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Peetay
 
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Post » Wed Mar 30, 2011 6:00 am

Hi camaro-69_327

I thought you had an ASUS Xonar D2? I use the latest drivers (version 7.12.8.1792). I would not go back to any creative card again but it is a shame Oblivion crashes with GX mode on. I know all the other games I played have EAX without any issue i.e. DA2.

I suppose the GX mode does nothing until you either install the EAX plugin and experiment with the EAX settings or use Side's EAX mod with the OBSE EAX dll.

Duh...DX/D2 My bad..ya I have the D2 nice catch....I also would never have another Creative card. I have downloaded this, and Sides EAX, gonna install and report back on FPS and Sound quality....as my weekends are for installs and such. Only Play during the week.
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Fam Mughal
 
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Post » Wed Mar 30, 2011 5:49 am

Are these the things that are EAX?
Birds chirping in distance.
Roar and echo in caves with distant water dripping.
Conversations in cities fade and get louder as you walk around.
Wind coming from different directions.

EAX is the real-time reverb and echo only. Some sounds may have echoes "pre-baked" (ie, the sound file itself has the echo recorded in), but EAX allows for the echoes to be changed in real-time so one file can echo differently depending on where it's played. Sounds becoming quieter with distance and coming from different directions is normal 3D audio.
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Justin Hankins
 
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Post » Wed Mar 30, 2011 3:46 pm

Update

The package was updated with newer OpenAL32 and dsound DLLs (http://kcat.strangesoft.net/dsoal.zip). Should hopefully play nicer with MMDevApi, and handles some more environment settings. It should also be compatible with WinXP now (though WinMM only outputs using mono/stereo, still). This probably won't fix the problem of missing music.

If you were having framerate issues, please try it out and let me know if it improves things at all. Thanks! :)
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Joey Bel
 
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Post » Wed Mar 30, 2011 6:08 am

A quick test run showed the music is not playing. Performance is still affected, albeit not as much as before.
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e.Double
 
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Post » Wed Mar 30, 2011 5:36 am

I have actually noticed that i do not hear NPC voices echo what so ever with this? do i need another mod in order to make echos work and such?
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Roy Harris
 
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Post » Wed Mar 30, 2011 1:07 am

I have actually noticed that i do not hear NPC voices echo what so ever with this? do i need another mod in order to make echos work and such?


NPC voices are not effected by EAX if you are in a conversation with them. They are effected if NPC's are talking to each other.
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no_excuse
 
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Post » Wed Mar 30, 2011 4:41 am

Hey, err... ever since installing this, there's been this gigantic red "Out of Memory" text stuck on my screen whenever I play Oblivion. Removing the included DLL files didn't help, either - it's still there! I don't suppose you have any ideas on how to fix it?
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Damned_Queen
 
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