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Gamer's Guide to 3D sound and reverb APIsMikael Hagén and Mark Muschett - Last updated January 8, 2002
DS3D All cards
that claim to support 3D sound should support DS3D, which is short for DirectSound 3D and
part of DirectX. Despite what you may have read elsewhere, a game supporting DS3D will
offer just as great a 3D sound experience as a game that supports A3D 1.0. Its the
cards 3D sound engine, and not the API, that makes the difference in what you hear.
If the card doesnt support DS3D the developer can choose to use the 3D sound engine
thats part of DirectX7/8 but very few games do. Its worth noting that the
software 3D engine part of DirectX7/8 will only work if you use WDM drivers, when using
the VXD drivers it will only be stereo panning. For more about this check out our A Gamer's Guide to
Direct Sound 3D and A3D 1.x
EAX
1.0 EAX stands
for Environmental Audio eXtension and is the reverb API Creative Labs introduced with the
Live, early in fall 1998. Its an extension to DS3D that lets the developer select
what type of room you are currently located in. The soundcard will then use that info to
add a reverb algorithm to each sound in an attempt to recreate the aural experience of
that type of room. All positional info is done using Directsound 3D. There are some rare
exceptions (e.g. Baldurs Gate) where a game supports EAX without using DS3D to
position the sound sources but for the most part all games supporting EAX 1.0 also
supports and takes advantage of the positional aspects of DS3D. Soundcards
supporting EAX 1.0 includes Creative Labs Soundblaster Live and Audigy cards,
Creative Labs PCI cards that are based on the ES137x chips, soundcards based on the
Vortex2 chip, all cards using a reasonably new versions of Sensauras or QSound 3D
sound/reverb engine. With reasonably new I mean the ones that were released early 1999 or
later. For more about EAX 1.0 read our Gamers Guide to EAX 1.0. If your soundcard
doesnt support EAX 1.0 the game will either not offer any reverb or use its own
reverb engine. For example, the games using the Unreal engine include their own reverb
engine that can be enabled if your card doesnt support EAX 1.0. EAX 2.0 Just like EAX
1.0 its an extension to DS3D. One of the knocks on EAX 1.0 has been its not
offering as dynamic experience as what Aureals A3D 2.0 provided through real time
geometry based reflections and occlusions. Creative, backed up by Sensaura and QSound,
continued to argue that statistically modeled reverb (which is a combination of first
order and late order reflections) is more important than implementing the real time
geometry based first order reflections of Aureal A3D 2.0. In my view both arguments have
merits. With feedback from Sensaura, QSound and many others including the now departed
Aureal, Creative took steps to add a mechanism for occlusions and obstructions, as well as
exposing more of the reverb controls for developers to tweak in the new I3DL2 standard API. Creative in
1999 released the EAX 2.0 API that offers the same functionality as I3DL2 with the
addition of a few high-end parameters.
Its
important to recognize that even though EAX 2.0 offers occlusion and obstruction most EAX
2.0 games dont take advantage of it. We had the same issue with A3D 2.0 games where
only a few of them actually used the wavetracing feature. From the games we have played
only Rogue Spear that was released quite some time ago takes good advantage of occlusion
and obstructions. Even Soldier of Fortune which was one of the first games to use
Creatives Eagle, a development tool that should help developers/sound designers
taking advantage of occlusion and obstruction, does not seem to offer any support for
obstruction out of the box. However, Creative Labs has released EAX enhancements to 13 of
the multiplayer levels, 7 of the CTF levels and for 8 of the single player levels that
change this. Creative Labs has also released EAX enhancements for Unreal Tournament as
well as an EAX 2.0 patch for that game.
While the
developer support for occlusion in games has been disappointing the better control of the
reverb thats possible in EAX 2.0 is noticeable in far more games. Soundcards
supporting EAX 2.0 include Creative Labs Live and Audigy cards and soundcards using the
later versions of Sensaura and QSound. In the case of QSound this includes Philips
Acoustic Edge (PSC706, the newer Seismic Edge (PSC705) and Rhythmic Edge (PSC703) cards
and the WDM drivers of the FM801 cards. For Sensaura cards support is more widespread
where cards using the YMF744 (only Win9x/ME drivers), CS4630 (Santa Cruz/SonicFury and
GameTheater XP), CS4624 (e.g. Fortissimo II, DMX Xfire), Canyon3D (Diamonds MX400),
Canyon3D 2 (IO Magic series), nVidias nForce (currently not in Windows 2000 but
available in Windows XP/ME) and ENVY 24 (DMX
6fire 24/96) chips supports it. EAX 2.0 games
can provides backwards compatibility with the EAX 1.0 cards, but to take advantage of the
more dynamic nature of EAX 2.0 and the new occlusion and obstruction calls the soundcard
needs to support EAX 2.0. Its important to point out that some EAX 2.0 titles like
Final Fantasy VIII, MDK2 and Rogue Spear have turned out to not work on EAX 1.0 supporting
cards. According to Creative there should be no extra work for programmers to offer the
backward compatibility and it does seem that most EAX 2.0 games have done so. This is very similar to EAX 2 but was developed by a consortium of industry representatives who belong to the Interactive Audio Special Interest Group, rather than just Creative (EAX2). Currently only soundcards using Sensaura offers support for I3DL2 and the only game we know that uses it is Slave Zero. DirectX8 features support for the I3DL2 API but currently there is no hardware support for it, that is it will use DirectX8 reverb engine. As far as we know no game currently use the I3DL2 as part of DirectX8. This may change when we start to see games developed for X-Box appearing in PC versions. |
Articles A Gamer's Guide to Sensaura 3D Audio A Gamer's Guide to 3D Sound and Reverb APIs A Gamer's Guide to 3D Sound and Reverb Engines A Gamer's Guide to DS3D and A3D 1.x Virtual Surround Sound Technologies The Advantages of the Center and LFE channels Stereo to 4 or 5.1 Expansion Technologies |
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