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[General]
channels=
frequency=44100
stereo-mode=
cf_level=0
sources=256
slots=64
sends=16
sample-type=float32
resample=linear
default-hrtf=Built-In 44100hz
hrtf=true
drivers="-dsound,"
period_size=1024
periods=3
[reverb]
boost=2
[decoder]
quad=C:/Users/yourusername/AppData/Roaming/OpenAL/presets/square.ambdec
surround51=C:/Users/yourusername/AppData/Roaming/OpenAL/presets/itu5.1-nocenter.ambdec
surround71=C:/Users/yourusername/AppData/Roaming/OpenAL/presets/hexagon.ambdec
hq-mode=true
BTW Using DSOAL creates extra layers between OpenAL Soft and the output, which cause extra latency and overhead. It's just unnecessary to use it on NewDark Engine games unlike Thief 3 which uses DirectSound3D.
"I'm completely in the dark when it comes to how the EAX API is supposed to work, so what I ended up doing with DSOAL is finding the similarities between it and EFX and, also working with my understanding of DirectSound, worked out a logical mapping for functionality. Start with that, and add in a bunch of trial and error, comparing the output of DSOAL vs Native or Alchemy and tweaking things to make DSOAL sound more similar, and that's how I got EAX2 in fairly decent shape. EAX3 and 4 have proven to be more complicated, particularly when it comes to the obstruction/occlusion/exclusion filters and multiple FX slots, which still has issues." [github.com]
BTW There might be an audio popping issue on linux in NewDark based games. The issue seems to only occur on 1.23 version of OpenAL Soft and up. So stick to 1.22.2. if this happens( source [www.ttlg.com]).