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
D3D11 moiré effect
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HeadShotUT
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Re: D3D11 moiré effect
That's awesome foundling. I never had such problems because I used 469 mostly on Windows XP.OVH wrote: Mon Sep 14, 2026 7:33 pmThats 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.HeadShotUT wrote: Thu Aug 27, 2026 8:47 am pure DirectSound3D out of Galaxy render is the best ever.
And the game sounds MUST have priority over hit sounds and announcer sound like in v436. Obviously.
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.
Re: D3D11 moiré effect
I have v436 and v469e on the same PC. Both versions are using strictly the same settings for audio. I repeat: exact same settings.HeadShotUT wrote: Tue Sep 15, 2026 1:01 pmThat's awesome foundling. I never had such problems because I used 469 mostly on Windows XP.OVH wrote: Mon Sep 14, 2026 7:33 pmThats 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.HeadShotUT wrote: Thu Aug 27, 2026 8:47 am pure DirectSound3D out of Galaxy render is the best ever.
And the game sounds MUST have priority over hit sounds and announcer sound like in v436. Obviously.
Example: with v436 when you taunt at the same time you hear the announcer then the announce sound volume is reduced by the taunt and you can hear both sounds at the same time. The taunt is more important than the announcer because its a game sound. Its important in team games like CTF. Game sounds MUST have the priority.
In v469e when you do the same nothing change. The announcer volume is NOT reduced and you dont hear the taunt at the same time. The announcer is taking over any new sound. This is NOT normal. Bad priority bad volume balance.
The people who made original UT have really thought about every thing. Geniuses.
The people who tinkered the sound in v469 did it badly and they should have never touched the volumes. Hit sounds are so loud that I have to decrease the volume with the multimedia keys when I kill several monsters at the same time. I dont need to do that with v436.
They claim sound quality is better in v469 but its not. Quality is first about volumes and balance between different sounds specially in a game. Thats what is important before being crystal clear or 3D or whatever else.