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EAX may be broken post 1.0.27 - Tested in PoP '08 so far #103

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Ghaleon4 opened this issue Jul 29, 2024 · 1 comment
Open

EAX may be broken post 1.0.27 - Tested in PoP '08 so far #103

Ghaleon4 opened this issue Jul 29, 2024 · 1 comment

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@Ghaleon4
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Ghaleon4 commented Jul 29, 2024

I have only tested with Prince of Persia 2008 so far.
Was not sure my OpenAL/DSOAL setup was even correct until a new friend from the Binaural Audio Discord suggested I revert back to 1.0.27 (Appveyor build #). Sure enough, I began to hear environmental audio in-game again.
My level 2 DSOAL, and Level 3 ALSoft logs contain what are apparently benign errors in hindsight (since I can hear audio effects now).

Edit:
Commit Used: https://github.com/kcat/dsoal/commit/fe2978f17b949bdf6d013968635fe9dcc69b2492
AppVeyor build link: https://ci.appveyor.com/project/ChrisRobinson/dsoal/builds/42797666
ALSoft Log: alsoft.log
DSOAL Log: dsoal_error.txt

@kcat
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kcat commented Jul 29, 2024

The DSOAL log seems to complain about the same propset GUID mentioned in issue #102.

I'd suggest trying newer builds if possible, to see if the problem still exists there. The work being done now is currently in the c++-rewrite branch (will be moved to master when it reaches a similar state of app compatibility, which it may be), with the latest AppVeyor builds currently being at:
https://ci.appveyor.com/project/ChrisRobinson/dsoal/builds/50272016

Using that will need the latest release of OpenAL Soft (1.23.1) or the current Git versions.

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