Urban Terror Forums: UrbanTerror 4.2 with dmaHD sound system - Urban Terror Forums

Jump to content

 Login | Register 
Advertisement
  • (11 Pages)
  • +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

UrbanTerror 4.2 with dmaHD sound system Rate Topic: ****- 3 Votes

UrbanTerror 4.2 with dmaHD sound system by p5yc0runn3r

#1 User is offline   p5yc0runn3r Icon

  •   former FS member   
    Engine Developer
  • Account: p5yc0runn3r
  • Country:
  • Joined: 21-March 10
  • Posts: 375

Posted 12 April 2013 - 10:56 PM

dmaHD Sound System by p5yc0runn3r

From Urban Terror 4.2.013, dmaHD is part of the main build. Since I now make part of the FrozenSand team, I will make changes directly to the main build; here, I will keep the help for dmaHD and the other features.

dmaHD sound system features:
  • Advanced 3D-Hybrid-HRTF function with Bauer Delay and Spatialization.
  • Low/High frequency band pass filtering and extraction for increased effects.
  • 3 different mixers to chose from all mixing at a maximum of 44.1KHz
  • Automatic memory management! (No need for CVAR's)
  • Low CPU usage!
  • Logarithmic attenuation in different mediums!
  • Speed-of-sound mapping with Doppler in air and water!
  • Weapon sounds are more pronounced.
  • Faithful to original listening distance of default Quake 3 sound.
  • Increases sound quality of original sounds with cubic/Hermite 4-point spline interpolation.
  • Compatible with Dolby surround decoders.
  • Select sound card output on Windows.

For best listening experience use good quality headphones with good bass response.

Other features:
  • High resolution RAW mouse support plus up to 8 button support for Windows. Use in_mouse "2" to enable (see below)
  • Mouse tilt-wheel support for Windows Vista and above (tilt-wheel in XP is unsupported)
  • High resolution timer support for Windows for finer/better timing/response.
  • Change sound card output via new s_dev CVAR for Windows only.
  • Optional force run on single CPU core for Windows.
  • Optional set higher process priority for Windows.



Following are the CVARS for these features:
/dmaHD_enable
This will enable (1) or disable (0) dmaHD.
Default: "1"

/dmaHD_interpolation
This will set the type of sound re-sampling interpolation used.
0 = No interpolation
1 = Linear interpolation
2 = 4-point Cubic spline interpolation
3 = 4-point Hermite spline interpolation
(This option needs a total game restart after change)
Default: "3"

/dmaHD_mixer
This will set the active mixer:
10 = Hybrid-HRTF [3D] (recommended)
11 = Hybrid-HRTF [2D]
20 = dmaEX2
21 = dmaEX2 [No reverberation]
30 = dmaEX
(This option changes mixers on the fly)
Default: "10"

/s_info
This is a command; Run this by itself to show current sound information.

The following are some other CVARS that affect dmaHD. Please set them as specified:
/s_khz [Windows]
Set to "44" for best sound quality. It is not recommended to lower it to "22" or "11" which should only be done if there are severe FPS drops.
(This option needs a total game restart after change)
Recommended: "44"
Since the release of 7th July 2013, this CVAR is ignored and 44KHz is always used for the dmaHD engine.

/s_sdlSpeed [Linux/MAC]
Set to "44100" for best sound quality. It is not recommended to lower it to "22050" or "11025" which should only be done if there are severe FPS drops.
(This option needs a total game restart after change)
Recommended: "44100"
Since the release of 7th July 2013, this CVAR is ignored and 44KHz is always used for the dmaHD engine.

/s_mixahead
This is for fine-tuning the mixer. It will mix ahead the number of seconds specified.
The more you increase the better the sound but it will increase latency which you do not want.
(This option needs a total game restart after change)
Default: "0.2" [recommended 0.5 or above]

/s_dev
This is used to select the sound card output on Windows. Set this CVAR to a sub-string of the name of the output sound card and it will try to match the sound card. If found, it will use that sound output. If not found, it will use primary driver. Matching is case-sensitive.
(This option needs a total game restart after change)
Default: ""

/s_devlist
This is not a CVAR but a command. When called, it will list the output device names for use with the s_dev CVAR. This is only supported on Windows.

RAW mouse information (Windows only):

New CVAR option:
/in_mouse
Set to "2" to enable RAW mouse input (Windows Only)
(This option needs a total game restart after change)
Default: "1"

New mouse button mappings:
  • Mouse tilt-wheel left button maps to MWHEELLEFT
  • Mouse tilt-wheel right button maps to MWHEELRIGHT
  • Mouse button 5 maps to MOUSE5
  • Mouse button 6 maps to AUX1
  • Mouse button 7 maps to AUX2
  • Mouse button 8 maps to AUX3


Force run on single CPU core/Process priority (Windows only):
Due to the nature of the Quake 3 engine, running on a single core will sometimes result in faster performance in some cases up to a 50% increase in frame rate.

New CVAR option:
/com_singlecore
Set to "0" to use all CPU cores as normal.
Set to "1" to use force first CPU core.
Set to "2" to use force second CPU core.
Set to "3" to use force third CPU core.
Etc...
If value is greater than "0" and the wanted CPU core is not found, the last valid CPU core will be forced. Only if value is "0" all CPU cores will be free to be used.
(This option needs a total game restart after change)
Default: "2"

New CVAR option:
/com_processpriority
Set to "0" for normal priority.
Set to "1" for above-normal priority.
Set to "2" for high priority.
Default: "0"

Recommended settings (in autoexec.cfg or q3config.cfg):
seta s_khz "44"
seta s_sdlSpeed "44100"
seta dmaHD_enable "1"
seta dmaHD_interpolation "3"
seta dmaHD_mixer "10"
seta s_mixahead "0.5"
seta in_mouse "2"
seta com_singlecore "2"
seta com_processpriority "2"

This post has been edited by p5yc0runn3r: 28 October 2013 - 10:10 PM

dmaHD developer | engine developer | crazy person

#2 User is offline   R0LEX Icon

  • Account: r0lex
  • Main tag: pwnz:
  • Country:
  • Joined: 17-August 11
  • Posts: 30

Posted 12 April 2013 - 11:33 PM

I have tasted it and i have a little problem with the sound after a gun is fired , its like a small echo or a clicking like sound each time the gun is fired after the original gun shot audio file stopped . Maybe someone can confirm this so i can be sure its not some setting in my config . Im on WINDOWS 7 x64

#3 User is offline   p5yc0runn3r Icon

  •   former FS member   
    Engine Developer
  • Account: p5yc0runn3r
  • Country:
  • Joined: 21-March 10
  • Posts: 375

Posted 12 April 2013 - 11:46 PM

Please try to use the recommended settings shown at the end of the first post namely:
(in autoexec.cfg or q3config.cfg)

seta s_khz "44"
seta com_soundMegs "8"
seta dmaHD_enable "1"
seta dmaHD_interpolation "3"
seta dmaHD_mixer "10"
seta s_mixahead "0.8"
seta s_mixPreStep "0.05"

...and restart Urban Terror.

P.S.: I use Windows 7 x64 as well and do not have problems.

This post has been edited by p5yc0runn3r: 12 April 2013 - 11:47 PM

dmaHD developer | engine developer | crazy person

#4 User is offline   R0LEX Icon

  • Account: r0lex
  • Main tag: pwnz:
  • Country:
  • Joined: 17-August 11
  • Posts: 30

Posted 13 April 2013 - 12:22 AM

with the settings you gave me it works good , thanks a lot man :happy:

#5 User is offline   wraith Icon

  • Account: wraith
  • Country:
  • Joined: 28-February 10
  • Posts: 419

Posted 13 April 2013 - 01:32 AM

omg man i love this! thx youuuuuu..

bullet_loaderAdvertisement

#6 User is offline   p5yc0runn3r Icon

  •   former FS member   
    Engine Developer
  • Account: p5yc0runn3r
  • Country:
  • Joined: 21-March 10
  • Posts: 375

Posted 13 April 2013 - 08:06 AM

View Postwraith, on 13 April 2013 - 01:32 AM, said:

omg man i love this! thx youuuuuu..

You are really welcome! :)
dmaHD developer | engine developer | crazy person

#7 User is offline   kszksz Icon

  • Account: kszksz
  • Country:
  • Joined: 25-January 13
  • Posts: 15

Posted 13 April 2013 - 10:40 AM

Great job p5yc0runn3r :)

Do you have plans to make .exe with raw mouse input?

#8 User is offline   p5yc0runn3r Icon

  •   former FS member   
    Engine Developer
  • Account: p5yc0runn3r
  • Country:
  • Joined: 21-March 10
  • Posts: 375

Posted 13 April 2013 - 11:10 AM

View Postkszksz, on 13 April 2013 - 10:40 AM, said:

Do you have plans to make .exe with raw mouse input?

I was going to include it too but I have a problem compiling UrT on Linux if the code is using DirectInput8 references. I need more time on it, and when I find the solution, I will for sure make it.
dmaHD developer | engine developer | crazy person

#9 User is offline   kszksz Icon

  • Account: kszksz
  • Country:
  • Joined: 25-January 13
  • Posts: 15

Posted 13 April 2013 - 12:27 PM

You are my hero <3

#10 User is offline   karnute Icon

  •   community dev   
  • Account: karnute
  • Joined: 09-August 11
  • Posts: 157

Posted 13 April 2013 - 05:17 PM

FYI, the binary p5yc0_UrT.x86_64 does not run in Debian wheezy (testing) because it needs libc.so.6 from GLIBC_2.14 and libm.so.6 from GLIBC_2.15 (strange mix, as Arch has glibc 2.17), but Debian wheezy has glibc 2.13 (2.17 is only in 'experimental').
Anyway, I downloaded your sources from github and compiled OK, except for some warnings (unused variables, etc.), and the executable produced runs OK now with better sound.
Thank you very much, great work.

  • (11 Pages)
  • +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users

Advertisement


Copyright © 1999-2024 Frozensand Games Limited  |  All rights reserved  |  Urban Terror™ and FrozenSand™ are trademarks of Frozensand Games Limited

Frozensand Games is a Limited company registered in England and Wales. Company Reg No: 10343942