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Releases: main-exe/UT4-OpenAL

2023-10-21

21 Oct 06:46
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Increased max allowed gain for source
Changed stereo angles to be 0º for sounds of 'Weapons' class
Applied fix for doubling of Rocket Launcher's primary fire sounds (first person)
Changed spatialization fixing to exclude 'UI' and 'Music_Stingers' sounds
Changed volume adjustment to use internal volume adjustment method
Removed unnecessary stereo bleed related volume adjustment
Added explicit spatialization related setting calls
Removed hardcoded request of '44100' sample rate so that value set in 'alsoft.ini' would be used
Added logging of initialized sample rate to 'UnrealTournament.log'

Changed attenuation settings (low pass filtering) for:
'Attenuation_WeaponFire01'
'Attenuation_WeaponInstigator'
'Attenuation_WeaponFireOccluded'
'Attenuation_Projectiles01'

Reverted changes for 'A_Weapon_Link_FPFireCue_v06' sound cue (volume reduction)

Increased volume of sound cues:
'A_Weapons_GL_BringUp_Cue_MAX'
'UT_FlakCannon_Raised_03_Cue'
'A_Weapon_Link_RaiseCue'
'A_RL_Reload_Primary_Cue'

Reduced volume of sound cues:
'A_Weapon_Enforcer_AltFire_Cue_MAX'
'A_GrenadeLauncher_FireMain_Cue_MAX'
'A_GrenadeLauncher_FireSecondary_Cue_MAX'
'A_Grenade_Explode_Cue_MAX'
'A_FlakCannon_Sweetman_FPFireCue'
'A_FlakCannon_Reload_Primary_Cue_MAX'
'A_Weapon_RL_Travel_Cue'
'A_Weapon_RL_Impact_Cue'

Muted sounds:
'ShockRifle_ComboReady01'
'A_Weapon_SR_Reload_Primary_Cue_MAX2'
'A_Weapon_Instagib_Reload_Primary_Cue'

Modified sounds of:
'A_Weapon_Enforcer_Fire_Cue_MAX'
'A_Weapon_Enforcer_AltFire_Cue_MAX'
'A_BioRifle_FireAltImpactExplode_Cue'
'A_Weapon_SR_FPPrimaryFire_CueMAX'
'A_Weapon_SR_FireCueMAX'
'A_Weapon_SR_AltFireImpactCue'
'A_Weapon_SR_ComboExplosionCue_MAX'
'A_Weapon_Link_FPFireCue_v06'
'A_Weapon_Link_FireCue_v06'
'A_Weapon_Link_AltFireCue_MAX'
'A_FlakCannon_FireAltImpactExplodeCue'
'A_Weapon_RL_FPFire_Cue'
'A_Weapon_RL_Fire_Cue'
'A_Weapon_RL_Impact_Cue'
'A_Weapon_Sniper_Fire_Cue'
'A_Weapon_Sniper_Reload_Cue'

Demo of sound modification

UT4-OpenAL-Sounds-Mod.mp4

Attached additional HRTF test tool - RightMark 3DSound

RightMark3D

2023-07-10

10 Jul 07:44
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  • Reverted changes for 'ShockRifle_ComboReady01' sound (volume increase)

  • Changed volume adjustment to be done in sound cues

  • Reduced volume of 'A_Weapons_GL_BringUp_Cue_MAX' sound cue
  • Reduced volume of 'A_Weapon_Link_RaiseCue' sound cue
  • Reduced volume of 'A_Weapon_Link_FPFireCue_v06' sound cue

  • Muted "Lower Sound" cues for all weapons (except Redeemer)

  • Changed spatialization fixing to exclude 'A_Weapon_ImpactHammer_FireStart02' and 'A_Weapon_ImpactHammer_FireLoop01' sounds

2023-07-05

05 Jul 06:23
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  • Added 'Attenuation_ProjectileFoley' to GL warning cue
  • Added 'Attenuation_ProjectileFoley' to GL sticky denied cue

  • Added checking if reverberation effect is enabled before using it
  • Added low pass filtering for reverberation effect

  • Changed approach for fixing spatialization

  • Changed attenuation settings (low pass filtering) for:
    'Attenuation_WeaponFire01'
    'Attenuation_WeaponInstigator'
    'Attenuation_WeaponFireOccluded'

  • Changed "raise" falloff distance to match other weapons
  • Changed attenuation of Flak primary fire cue to match other weapons
  • Changed attenuation of Flak ball in air (whoosh) cue to 'Attenuation_ProjectileFoley'
  • Changed attenuation of Stinger impact cue to 'Attenuation_ProjectileFoley'
  • Changed attenuation for Redeemer to provide better sound spatialization

  • Reduced volume of 'A_RL_Reload_Primary' sound
  • Reduced volume of 'UT_FlakCannon_Raised_03' sound
  • Increased volume of 'UT_FlakCannon_SW_Grenade_Whoosh_02' sound
  • Increased volume of 'ShockRifle_ComboReady01' sound

  • [BUG] - Fixed issue where reverberation gain was not turned off