Restoring Aureal 3D (A3D) by Alchemy,
and/or alternatively with DirectSound (w/o music) by DSOAL, and overwriting \DLL sound libraries.
New instruction for (I think) crashless A3D enabling:
To restore Aureal 3D effects in Rayman 2:
1. Install Creative Alchemy
(dsoal didn't work for me with this A3D library set, but the guy here https://www.youtube.com/watch?v=3CvgxWhZhXUfound a workaround)
2. Then install the game in the Alchemy (or make sure that dsound.dll and dsound.ini are present in R2 root folder)
(for non-Creative cards check Alchemy for all tool
http://forums.thedarkmod.com/topic/1824 ... soundcard/)
3. Copy these files into Rayman2\DLL folder
4. Then install A3D Live
http://www.worknd.ru/A3D-Live.exe (mirror: https://yadi.sk/d/6T0eYWdQ15Tx6A)
5. Probably game will crash on splash sound, so navigate to Windows folder and search for a3dsplhs.exe and delete it.
Now the game should work with A3D enabled. In some cases you must load the game fast to avoid crash.
Files from step 3:
Code: Select all
Snd_Cpa.ini: [Options] Sound_ON_OFF=ON MPEG_ON_OFF=ON WAV_ON_OFF=ON ADPCM_ON_OFF=ON CD_ON_OFF=OFF SUPERVISATER_ON_OFF=ON SXD_DIST_SATUR=8 SXD_DIST_FADE=30 FORCE_LOAD_BANKS=ON [DLL_Test] File0=WAVa1 [DLL_Sxd] Unconditionnal=WAVa1 File0=WAVa1 [email protected] File1=WAVMW [email protected] Default=WAVMW [DLL_Adpcm] Unconditionnal=None File0=APMMX [email protected] Default=APMP5 [Directx3D Options] GUID for WinNT=Primary Sound Driver Disable A3D=No Speakers Configuration=Stereo Nb Voices=64
For Tonic Trouble (Special Edition):
Use the same steps as above, but in the end, use this ini:
Sometimes it may happen that error about outdated A3D library error will be shown instead of splash. If sound won't disaper, you can ignore it, and press alt+tab to return to the game immediately after A3D splash screen to avoid game crash on startup if you will wait to long. If sound disappears, and error shows, try installing A3D Live again.
From my previous testing looked like achieving splash/no error, instead of error on startup, caused the game to crash from time to time (esp. in the ends of the levels). So be aware. You can also try to uninstall A3D Live in this case.
In other case during testing, it looked like the game passed through the old R2\DLL library, not A3D Live (no splash - but error) and somehow A3D Live installed in the system, prevented from disappearing sound effects during gameplay, but without showing splash - actually using newer A3D drivers from the system which caused crashes.
It was the most stable setting with using A3D, and I don't know how to reproduce this state since it looks now like ini was the same all the time. Or who knows, maybe the truth lurks somewhere in combination of my old inis and Donald Duck/fanpage libraries:
Donald Duck game sound library sounds a bit better vs stock, but in cost of certain performance loss while using e.g. SweetFX.
Tested on GOG version, nGlide, and W10.
In case of unbearable crashes of the game, check out this method listed in description of the video:
Synthesis couldn’t restore 44kHz support by the sound engine, despite the fact of achieving properly decoding 44kHz custom music – but played in 22kHz:
Even when he overwrote sound libraries from Donald Duck Quack Attack (2000) which actually helped kooz in Tonic Trouble to actually change engine’s sample rate:
Enabling A3D also didn't solve the problem. Full 44kHz can't be played by the game even with 44kHz game music files. The game still lowers sample rate.
Instruction about enhancing sound quality without using A3D
What is the purpose of Alchemy/DSOAL dsound.dll
It’s restoring DirectSound, which had been deprecated since Windows Vista (by worsening overall sound quality in lots of older games), and served to hardware acceleration of sound cards, it was used by many sound engines in these times.
Sound engine of Rayman 2 has 2D driver (default), Aureal3D (A3D), and buggy DirectSound (no music; or I failed with ini editing).
Alchemy/DSOAL is still required to make A3D work.
In R2, in scenario without using A3D, I recommend using DSOAL as a tool of restoration DirectSound (IMHO – positioning in this library is better than in Alchemy, which is not using HRTF, though general sound quality is better in Alchemy for me).
For even better sound quality I also prefer overwriting sound libraries to these used in Donald Duck Quack Attack. Then I recommend combining DSOAL with DD libraries for better results.
For A3D - Alchemy and stock library (or DD if you don't notice performance difference - but I didn't test it entirely in matter of crashes, bugs, sound disappearing [though without A3D Live, DD library may behave better].
Instruction without Alchemy and A3D:
1. Copy dsoal (dsound.dll and openal32.dll) to root game directory (\Rayman 2)
2. Overwrite sound libraries from Donald Duck in folder Rayman 2\DLL
https://yadi.sk/d/McvOBFGk3U6Tdz (R2 only)
3. Speaker configuration (2.0, 5.1) may have an influence on sound quality (look dsoal readme).
4. Music may become quieter (if so, just adjust it in game options).
5. The game stops using injected dsound.dll/OpenAL32 after you press Alt+Tab (e.g. during using Reshade/SweetFX dll injector, the game completely stops working after alt tabbing – not all injected dll’s starts to work again then).
In below site, uploaded sound library seems to be a bit newer than that from Donald Duck. You can find it here:
http://www.rayman-fanpage.de/rayman2/ra ... ysound.exe
Attached ini in link, or at least this one https://yadi.sk/i/owh-f8QH3ZYDiB
It is another OpenSpace engine library responsible for enabling A3D along with Creative Alchemy (dsoal/indirect sound cause glitches in R2).
Claimed to fix sound disappearing issues, although it didn't when I tested. You can try out.
Main page: http://www.rayman-fanpage.de/rayman2/ra ... nglish.htm
Original library has the best performance during recording via Windows DVR when using Reshade/SweetFX.
Donald Duck maybe sounds a bit better, and that from the fanpage prevents from achieving 60 FPS while using fast scroll lock toggling hack (details in my R2 Reshade/SweetFX thread).
From time to time, unfortunately sound disappears in the middle of the level, or certain sound (currently I don't have this issue, don't know whether it was from game library, A3D installation, or something else).
DD library and fanpage library can be a bit less vulnerable for the bug with disapearing sound.
Probably just A3D in this game wasn't exactly intended to work, and it's not refined.
And there are some sound distortions introduced, like change of pitch of some jingles during movement.
Another interesting bunch of information about sound drivers in the game:
https://tcrf.net/Proto:Rayman_2:_The_Gr ... und_Script
Thanks a lot for your exhaustive answers in the case.
dsound.dll almost never exists nearby any game files, but it doesn't mean that they won't be used if present (it's easy to check it in Process Explorer.
The same goes for ddraw.dll in R2 (when DX6 is set), dinput, or d3d8, d3d9, dxgi (when nGlide reroots it to dxgi) used in other games.
I think that Rayman 2 itself, apart from Tonic Trouble, causes just specific problems with getting work 44kHz. dsoal only changes the way of mixing the sound, not really a sample rate. In dsoal readme we can also find that 5.1 configuration can force the library to use WASAPI (so speaker level in control panel wouldn't be visible). That's the last thing which comes to my mind about library itself which may change anything in this case.
More information about A3D wrapping here:
https://docs.google.com/document/d/1SyO ... Tpyhc/edit