Medal of Honor: Airborne w/ 3D spatial sound 🎧 (OpenAL Soft HRTF audio)
TURN UP YOUR VOLUME AND USE HEADPHONES ONLY with any virtual surround like Windows Sonic turned off. Actual gameplay starts at 0:40. Best HRTF effects at 11:16, 15:17, and 16:57.
This is Medal of Honor: Airborne with OpenAL Soft's HRTF [IRC_1037 tables] through DSOAL. Even though this is an early Unreal Engine 3 game, it does not use OpenAL at all. Rather, it uses some kind of DirectSound middleware like Call of Duty 4 and requires 5.1 speakers set in the launcher. No true 3D audio or EAX, just weak virtual surround and software occlusion effects. Compared to Allied Assault and Pacific Assault before it, the audio in Airborne is a huge step backwards in terms of positional accuracy and SFX design.
MOHA has to be one of the most underrated FPS games ever made. It's one of the last FPS games to offer sandbox levels that let you do objectives in any order until the final "cinematic" objective. It triumphs any COD campaign made after COD2, that's for sure. Unfortunately, the stale WWII theme wasn't the only reason MOHA was overlooked in 2007. The weapons all feel awful to shoot and lack the authenticity of Allied Assault, especially the M1 Garand. The AI clearly wasn't intended for open circular combat the same way F.E.A.R. and Far Cry 2 enemies were. The later levels go into Wolfenstein territory with ridiculous juggernauts hip-firing MG42s. Worst of all, the game reeks of console-itis, so it requires Bethesda-level .ini tweaking to get running properly with good FOV, no clunky leaning, and no motion blur.
HRTF grade:
D (no elevation HRTF)
Settings:
Windows Control Panel: 7.1 speakers
Creative Audio Panel: Headphones
Speakers in launcher: 5.1 speakers
(in MOHAInput.ini)
Bindings=(Name="MouseScrollDown",Command="SwitchWeapon | PCZoomOut")
Bindings=(Name="MouseScrollUp",Command="SwitchPreviousWeapon | PCZoomIn")
Bindings=(Name="P",Command="fov 115.63",IsRebindable=True)
Bindings=(Name="RightMouseButton",Command="Ironsights | EnableIronsightsWalk | onrelease DisableIronsightsWalk",IsRebindable=True)
ReShade 4.6.1 injected with SMAA and SmartSharpen. Depth buffer doesn't include first-person viewmodel, so effects go through.
(in alsoft.ini located in %APPDATA%)
channels=stereo
frequency=48000
sources=512
stereo-mode=headphones
cf_level=0
sample-type=float32
periods=2
period_size=128
output-limiter=off
default-hrtf=irc_1037_48000
hrtf=true
resampler=cubic
hrtf-mode=full
hrtf-size=0
drivers="-dsound,"
Links:
https://www.nexusmods.com/newvegas/mods/65094
https://www.moddb.com/games/fallout-new-vegas/addons/true-3d-sound-for-headphones-hrtf-mod-v131a
Credits:
Logo is copyrighted by Electronic Arts. Use of this logo falls under fair use laws.
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