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EAX regression (and what I did to fix it) #15

Description

Summary

Current Open AL Soft version isn't functioning correctly. EAX itself is boosted far higher than it ought to be and it is producing what sounds like "artifacting" but it isn't exactly and I can explain what is going on and how I fixed it.

Current Remaster live version has the same issues listed here kcat/dsoal#16

The artifacting itself isn't exactly that. What is going on is there is actually a audio file called "noise.wss" which is tied to moving objects in the game. Mainly it's playing from all Helicopters but also while in First Person perspective and moving. Along with launched objects like grenades or missiles along with a moving jeep.

It seems to be an early method at creating audible air friction to simulate volumetric audio.

The noise.wss file is located in sound.pbo within objects.

Problem

What is happening is the current version implementation of EAX is amplifying this volumetric noise much higher than it should be.

Reverberation on current OpenAL soft version can't be adjusted (on my end). Other aspects may also be broken.

Solution

My solution was to rollback to OpenAL soft version 1.16.0 which restores the reverberation controls for EAX. Allowing the alsoft.ini to be read properly.

This is my current alsoft.ini configuration listed...

[General]
sources=128
slots=4
resampler=cubic
sample-type=float32

[reverb]
emulate-eax=true
boost=-12.0

I personally recommend -12.0 as default for boost being simply "enabled" without reverb being overblown on any scene. While -6 is closer to what ALchemy software emulation would produce but I never thought their default reverb setting was ideal for OF either.

My settings for "sources" is to mimic hardware of that era but it could probably be set higher.

Also my resampling and sample setting seems to clean up audio more like NPC dialog seems more clean.

Add the ability for users to adjust reverb within the game? Low/med/high? At least have the alsoft.ini located within the directory to adjust with notes explaining?

Additional Context

Now what I think is interesting that might be worth exploring is actually allowing the option to disable the noise.wss file from playing to change the soundscape for a scene when using EAX. By removing the early attempt at volumetric audio. It's easy to remove it from a .pbo. Maybe consider adding it as an option to disable. At least in the config folder for people to adjust without having to crack open the .pbo.

I uploaded

poseidongame.exe.2026.08.01.-.13.58.01.05.mp4
poseidongame.exe.2026.08.01.-.13.56.26.01.mp4

Two examples of noise.wss and what it is doing. FPS footage is amped slightly higher so you can hear it better Helicopter footage is what you've always heard but with every other sound stripped from the scene.

The other github I posted above as video example of the EAX problem itself so I won't repost an example here.

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