so even with many loud sounds the overall volume isn't reduced by
OpenAL - apparently OpenAL scales down all sounds temporarily if the
mixed result would be too loud or sth like that.
Just sending all sounds to OpenAL with a lower volume prevents that from
happening (just set your system speaker volume a bit higher if needed).
This problem was especially noticable when shooting at metal walls with
the shotgun (each pellet produces an impact sound so it gets kinda loud)
Set AL_LOWPASS_GAIN like EAX did under the hood.
Set the same filter via AL_DIRECT_FILTER on sources.
This should bring the overall sfx closer to EAX:
<kaan_> it sounds awesome
All infos provided by KittyCat from #openal.
First attempt at porting the EAX reverb code to EFX.
This only works when the ALC_EXT_EFX extension is supported by
the OpenAL vendor (which is not the case for the OSX supplied
framework, use OpenAL soft instead).
The current stable version of OpenAL Soft (v1.13 as of this
writing) can barely handle this additional workload, current
master is highly recommended when using this feature.
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
Use the CVar s_numberOfSpeakers for that, its already stored
in there.
Add the same (!= 2 && !=6) check as in the audio backends since
the mixer is limited to these 2 values.