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Gamer's Guide to 3D sound and reverb APIsMikael Hagén and Mark Muschett - Last updated January 8, 2002
IAS
Games using
IAS are unlike the other APIs not using your soundcards 3D sound engine but instead
Extreme Audio Realitys 3D sound engine which, in the case of 2-speakers, is just
stereo panning. For 4-speaker soundcards they have instead developed specific IAS
components that will take advantage of the rear speakers. As far as I know 4-speaker IAS
components are only available for Diamonds Monstersound cards, Vortex2 cards and the
Live. IAS is also only working in Win9x/ME not Windows XP/2000.
As mentioned
it was sometime ago since we saw any new game using IAS or IAS components for new
soundcards, but EARs website was recently updated with info saying they will soon
release new IAS components that will work in Windows XP/2000. They also say they hope to
create a solution that will work with all games even if they weren't authored with
the IAS audio engine and most recently there was an announcement that they and
Advent Innovations have entered into a partnership agreement for the purpose of licensing
the IAS solutions to the various computer game audio industry designers, programmers and
users. Advent Innovations role in the partnership will be to monetize EARs
intellectual property patents via licensing agreements and other business transactions
with various industry users. For more details you can check out the
full press release. You can download the IAS components and patches for Battlezone and Quake II
from EARs website. ZoomFX
RSX
QSounds QMixer
Dolby
Digital, DTS, Dolby Pro Logic II and Dolby Pro Logic/Surround Long before games
started to use 3D sound movies featured multichannel soundtracks using Dolby Surround/Pro
Logic and later also Dolby Digital and DTS. Games using Dolby Surround/Pro Logic also
appeared before the first A3D games were available. Its quite clear that an A3D or
DS3D game when played back on a 4-speaker system has a clear advantage over Dolby
Surround/Pro Logic since you then have full frequency stereo surround channels compared to
the Dolby Surround/Pro Logic format which use a frequency limited (100Hz to 7000
Hz) mono surround channel. Many
realized this but then wondered why not use Dolby Digital or DTS for games instead of this
new A3D or DS3D APIs. What they then miss is that Dolby Digital and DTS is not really a
competitor to 3D sound APIs but rather another multi-channel compressed music format. That
is a competitor to other forms of compressed audio (e.g. MP3).
When it comes to
interactive games that claim support for
Dolby Surround/Pro Logic and especially Dolby Digital and DTS you should know that most
are still just featuring a pre-rendered Dolby Pro Logic/Digital or DTS encoded soundtrack
as part of a movie clip or in some cases the music is in Dolby Surround/Pro Logic (and
perhaps in the future we will see music soundtracks in Dolby Digital and other
multi-channel formats).
Having said that we
recently started to see more console games featuring interactive use of one of the above
formats but this is just another way to output the multi-channel sound than the in the PC
market more common form of a front and rear stereo jack on your soundcard. The two most
well known products doing this is MS Xbox and nVidias nForce which use the Dolby
Digital 5.1 format to take advantage of the surround channels of your speaker system for
any game that supports DS3D. This is not offering any better quality or positioning than
if it used 3 separate stereo jacks on your soundcard its just a more convenient way
to output it for those that have Dolby Digital receivers (common in living rooms which is
the Xbox primary target). This is also why it has been more common on console games to use
Dolby Pro Logic/Surround for interactive multi-channel gaming than on PCs. For more
details about the advantage and disadvantage of using Dolby Pro Logic, Dolby Digital, DTS
and even the new Dolby Pro Logic II read A Gamers Guide to Interactive
Multi-Channel Audio (not availabe yet). Related Information:
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