Far Cry w/ EAX & 3D spatial sound 🎧 (OpenAL Soft HRTF audio) INSTALLATION DIRECTIONS IN DESCRIPTION
Use headphones only with any virtual surround like Windows Sonic turned off. Best HRTF effects at 1:27, 5:00, 10:20, and 17:08.
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INSTALLATION INSTRUCTIONS
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1. Install Creative ALchemy from here if you do not own a Creative soundcard (the 99% of you watching this will not).
2. In ALchemy, set “Use Game Path“ to \Far Cry\Bin32 and “Install Into Sub-Folder“ to \Far Cry and hit Ok.
3. Double-click the Far Cry entry to set it as an “ALchemy-enabled game“.
4. Launch Far Cry with ALchemy and set up your 3D sound options (“Doppler Effect“, “Hardware Mixing“, and “Enable EAX2“), then start any level.
5. Shut down Far Cry. You have now “registered“ and all other games that use DS3D/EAX to recognize hardware acceleration.
6. Download DSOAL from either one of these links and extract the , , and files into both \Far Cry\Bin32 and \Far Cry overwriting any files if prompted.
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This is Far Cry 1 with OpenAL Soft’s HRTF and EAX through DSOAL (IRC_1037 tables). Before the name “Far Cry“ became associated with huge, empty sandboxes, x-ray vision stealth, and endless towers to climb, the first game by Crytek was actually the complete opposite. It was a linear, semi-tactical (tacticool?) FPS that was hard as balls and had some really innovative graphics for its time. It was one of the first games to have HDR lighting in an optional patch--optional because it completely broke the game, mind you--and its environments were indeed quite stunning in the pre-Doom 3 era. Once you get used to the difficulty curve, the first few hours are some of the finest FPS gameplay of the era.
Then they introduce the mutants and it becomes the worst fucking game ever.
But before then, the DSOAL wrapper really shines in this title. Far Cry 1 was among a rare selection of titles that used FMOD’s little-known hardware acceleration extensions. The EAX has the same “first-person weapons have no reverb bug“ as Halo CE, but the 3D positional audio is without a doubt some of the most immersive audio you will hear in a video game. Pair it with liberal usage of ReShade’s MXAO, SMAA, and AdaptiveSharpen and you’ve got a game that looks and sounds a hell of a lot better than any 2004 game has the right to.
()
What a shame the whole game couldn’t have been as good as the first few ’s Crytek for you, huh?
HRTF grade:
A
Settings:
Windows Control Panel: Stereo
Doppler Effect: On
Hardware Mixing: On
Enable EAX2: On
r_FSAA = “1“
r_FSAA_samples = “2“
r_MotionBlur = “0“
r_WaterReflections = “1“ (does this do anything?)
s_MaxHWChannels = “64“
s_MinHWChannels = “64“
(in )
FOVFactor = 1.2
IRC_1037 HRTF tables placed in %APPDATA%/OpenAL/HRTF
(in located in %APPDATA%)
channels=stereo
frequency=44100
stereo-mode=headphones
cf_level=0
sample-type=float32
periods=3
period_size=128
default-hrtf=irc_1037_44100
hrtf=true
resampler=cubic
drivers=“-dsound“
output-limiter=false
Links:
#SilentPatch
#farcry
Credits:
Logo is copyrighted by Ubisoft. Use of this logo falls under fair use for non-profit purposes.
#3dsound #spatialaudio #binaural #3daudio #360audio #8daudio #hrtf #headphones #audiophile #gameaudio #mod #crytek #cryengine #farcry
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