![]() Please contact me either via email at yahoo(dot)com. but with the goal of keeping changes to a minimum. Currently working on version 3.0b - bug fixes and some usability enhancements to make it easier for the artist to work with. eal files that came with EAGLE 2.0 so I could open them in EAGLE 3.0 (not an easy task). One main change is a much better graphic for the reverb response graphics model (due to an updated revrespdisplay.lib). EAGLE 3.0a exposes almost all of the EAX 3.0 parameters for the artist/sound designer to adjust- a few parameters (e.g., Panning, Exclusion, Occlusion Direct Ratio are not implemented- yet supported in EAX3.0) are hard-coded to defaults (plan is to implement these in near-future). Is the eal file format for EAGLE 3.0a in general structural different, or does is it (mostly) down to afaik EAX version specific structures such as EAXLISTENERPROPERTIES, which directly get saved into the eal file? Star Wars JK II Jedi Outcast 1.6.10.112 was available to download from the developers website when we last checked. I do have the EAGLE 2.0 SDK and stuff and worked on that before.Īre there download links for the EAGLE 3.0a SDK? Creative considers it ESOL so I don't know if they even care if the source gets out anymore if you want it for looking at the parser or headers. Someone was able to acquire the eagle sdk source including the eaxman stuff if you want it. Whether or not you can do this depends on if you're allowed to distribute derivatives of the eal files. Alternatively, you can make a small app using EAX Manager, which loads the eal files and dumps the resulting information into an easily-readable text format, and make a loader for those.This can be pretty difficult depending on your ability to do such things (I have a bit of experience, but I wouldn't say I'm particularly good). First, obviously, trying to reverse engineer the file format and making your own loader/manager.There's a couple options to work around this: The most I can find is a header for the IEaxManager interface and related structures, so I can at least see the kind of information it could have, but loading the reverb data is still going to rely on having eaxman.dll. The bad/less good news is that I can't find any information on the file format, and very little information about the EAX Manager itself. And yes, OpenAL Soft will be able to work with multiple simultaneous reverb environments, if the game makes use of them. In that case, it's just a matter of changing the eaxSet calls to the EFX equivalents (and adjusting the property values as appropriate). listing of Star Wars - Jedi Knight II - Jedi Outcast (USA).zip file as jpg timestamp size Star Wars - Jedi Knight II - Jedi Outcast (USA). The good news is it seems to mostly be a frontend to simply loading EAX-related data into a "manageable" form, while setting EAX properties is still done with the usual eaxSet calls. Hmm, seems to be something for Creative's proprietary EAX Manager, describing reverb zones and such.
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