Lately we've been getting multiple complaints in our Discord/Matrix server pointing out missing reverb effects with DSOAL in a handful of games which apparently use the DirectSound native FX API. And I had suggested opening a FR issue here but apparently nobody has stepped up so I figured I'd do it myself to have a more official discussion to point to next time the subject comes up.
Obviously this has come up before, but I don't remember talks about actually implementing it.
So, how feasible would it be to do it? There seems to be a few parallels (like reverb presets) with EAX/EFX, or would it require a significant restructuring of API translation to implement it? 🤔
Lately we've been getting multiple complaints in our Discord/Matrix server pointing out missing reverb effects with DSOAL in a handful of games which apparently use the DirectSound native FX API. And I had suggested opening a FR issue here but apparently nobody has stepped up so I figured I'd do it myself to have a more official discussion to point to next time the subject comes up.
Fallout: New Vegas
There's a mod that (restores?/)adds reverb zones, but apparently it doesn't work when using DSOAL, so people have to sacrifice 3D audio for reverb, and also some radio/intercom distortion effects IIRC.
https://youtu.be/WElk6FBEE14
Deus Ex
Missing reverb when using DSOAL with Galaxy audio, or the ALAudio backend.
https://www.youtube.com/watch?v=X0LhLJFW7tY
Also I'm not sure which/if other games use DS FX that could also benefit from this.
Grand Theft Auto: San Andreas
Radio EQ. Not something I really care about but it's the one other game using the API that I could remember off the dome.
GTA San Andreas - Crash with Radio EQ option enabled #39 (comment)
Obviously this has come up before, but I don't remember talks about actually implementing it.
So, how feasible would it be to do it? There seems to be a few parallels (like reverb presets) with EAX/EFX, or would it require a significant restructuring of API translation to implement it? 🤔