D3D11 moiré effect

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Aphex
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Re: D3D11 moiré effect

Post by Aphex »

Have you tried Open AL? It's not as loud, supports up to 128 sound sources, better positioning (read – true binaural stereo), and overall clearer.
I think there still is that "too loud multikill" effect but less pronounced
HeadShotUT
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Re: D3D11 moiré effect

Post by HeadShotUT »

OVH wrote: Mon Sep 14, 2026 7:33 pm
HeadShotUT wrote: Thu Aug 27, 2026 8:47 am pure DirectSound3D out of Galaxy render is the best ever.
Thats what I use in v436 and v469. But in v469 its not working the same. The hit sounds are too loud way too loud specially if you hit several monsters at the same time like pupaes for example.
And the game sounds MUST have priority over hit sounds and announcer sound like in v436. Obviously.
That's awesome foundling. I never had such problems because I used 469 mostly on Windows XP.

My settings was unusual because I let Creative X-Fi sound render using MacroFX and Smart Volume Master alongside game mode CMSS-3D from DirectSound3D when EAX PurePath and Environment FlexiFX do the job.

Elevation filter and EAX effects was so real, no match to OpenAL in any kind.

@aphex
The X-Fi audio processor natively handles 128 3D audio voices/sources so everything is mixed on the fly without CPU.
So o let 128 limit in Galaxy audio render.
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