				EAX FIXX for STALKER v3

Attention!
There should not be any old renamed wrap_oal.dll or OpenAL32.dll libraries in the bin folder during tests!

Attention!
You may get diferent results with the different sound drivers.

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This pack is intended for EAX detection enabling in STALKER game series.
EAX enabling will allow Sound Environment mods to work properly on your hardware.
This pack is intended for builds from 18xx till ShoC/CS/CoP.
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SETUP:

1. Edit user.ltx this way:
snd_efx on          
snd_targets 24      
snd_volume_eff 1    
snd_volume_music 0  
snd_volume_master 1 

2.Run the game (build/ShoC/CS/CoP) and look at console or log:

If you got:
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
So most likely, EAX detection works. And you do not need to experiment.

If you got:
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
or got "absent" just in one line, so, EAX does not work properly and we need to experiment.

3.Backup your bin folder.

4.For CS/CoP place files from !!!_sound_fixx_for_cs_cop into the bin folder.
  For ShoC 1.0004 place files from !!!_sound_fixx_for_shoc_10004 into the bin folder.
  For ShoC 1.0006 place files from !!!_sound_fixx_for_shoc_10006 into the bin folder.
  
5.Run the game.
For CS/CoP in case of EAX detection problems or ingame sound problems, go to the game options and change "Generic Hardware" to "Generic Software" or conversely. Restart the game, test again.
For builds/ShoC in case of EAX detection problems or ingame sound problems, copy dsound.dll from !!!_dsound_software into the bin folder. The sound detection now has to be forced switching to "Generic Software" mode.
For CS/CoP, in case if sound mode (Generic Hardware/Generic Software) is not switchable, you may try to use dsound.dll too.

6.If EAX still does not work, start a full testing:
(For CS/CoP you can test twice: all tests in "Generic Hardware" mode , and all tests in "Generic Software" mode.
(For builds/ShoC can test twice: default testing and with the !!!_dsound_software).

Take all files from 01_18xx-22xx_default folder and place into the bin folder. Run the game, read the results in the log.
Then take all files from the 02_18xx-22xx_tweaked1 folder, do the same and so on.
Test all variants this way.
Different successful results may vary in sound quality, glitches and so on.


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For Sound Blaster live 5.1 (SB 0220) the KX Project series drivers are not recommended. The NGO series drivers are recommended.
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Variant 14_ASUS_Xonar_DG_win7 (by Lyoko774) is for a specific hardware/software and will not work on other systems.
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In case of ShoC/CS/CoP problems - remove dsound.dll (if had installed) and restore from !!!_backup folder.
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What if it still does not work:

1. Update the sound drivers. Different drivers may produce different results.

2. In case of Realtek and Vista/win7 try to find out about "Realtek 3D SoundBack" program.

3. To buy Sound Blaster Live/5.1.

4. Get OpenAL sources and compile your personal OpenAL32.dll+wrap_oal.dll.
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How to create Sound Environment zones in SDK?

Edit Mode -> Sound Env -> Place a point on the map. The cube will appear. Use the right mouse button to enter its properties.
Environment Inner set to long_corridor (for example).
Environment Outer set to open_space.
Then zoom/rotate this cube to fill in the room on the map or some other object.
After placing of all cubes do Compile -> Make Game. And place the level.snd_env file into the level folder of the game.
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Lyoko774,,MacroN,Veresk,VEX and other modders took part in the discussion.