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Any EAX replacements in the future?

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User Info: zhenghan

zhenghan
1 month ago#1
Still miffed about how EAX was effectively killed by the death of hardware audio in DirectX. Has there been any new developments to replace EAX for gaming use?

I know AMD was developing something called True Audio or w/e, but I haven't heard about this in a really long time and I don't see how something only supported by a few AMD video cards can survive.
"dude i am like a 10 th grader,i am not smart i am not smart okay.i know basic english not level 100 english lol" -stephanielish
The cranky hermit 1 month ago#2
Everything EAX could do back then can be done now in software without much CPU drain. There's no real need for a new hardware accelerated audio API to replace it.

A problem does exist with playing old EAX games on modern hardware, since the games are making hardware calls to nowhere, and aren't easily translated into software algorithms. IndirectSound does a good job of restoring positional 3D audio effects, but reverb and environmental effects are just discarded.
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User Info: Marikhen

Marikhen
1 month ago#3
Do we really need any sort of EAX "replacement," hardware or software?

It's not as if audio technology is still as far from "real life" as video technology is. Maybe I've got bad ears, but game audio seems to be about the same now as it was in the late 90s when MP3 and similar formats started taking off in games and CD audio started getting phased out. Likewise I'm not sure that there's really a lot of room left for improvement since computer audio technology is already pretty close to "real life" in many regards.

That's as opposed to visual technology where games, so far as I know, have yet to truly incorporate realistic atmospheric simulation to the point where flash lights properly light up rooms and light, shadow, and coloration are appropriately affected by what's in the atmosphere whether it's 90% nitrogen, 87% argon, full of smoke from having shot off 2,500 rounds of .50 ammunition and a couple cherry bombs, or contains 12.5% chupacabra farts by volume.
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User Info: BrokenMachine85

BrokenMachine85
1 month ago#4
I think OpenAL covers most of it.
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User Info: 1337toothbrush

1337toothbrush
1 month ago#5
Marikhen posted...
Do we really need any sort of EAX "replacement," hardware or software?

It's not as if audio technology is still as far from "real life" as video technology is. Maybe I've got bad ears, but game audio seems to be about the same now as it was in the late 90s when MP3 and similar formats started taking off in games and CD audio started getting phased out. Likewise I'm not sure that there's really a lot of room left for improvement since computer audio technology is already pretty close to "real life" in many regards.

That's as opposed to visual technology where games, so far as I know, have yet to truly incorporate realistic atmospheric simulation to the point where flash lights properly light up rooms and light, shadow, and coloration are appropriately affected by what's in the atmosphere whether it's 90% nitrogen, 87% argon, full of smoke from having shot off 2,500 rounds of .50 ammunition and a couple cherry bombs, or contains 12.5% chupacabra farts by volume.

Sounds are also affected by what's in the atmosphere. Plus there is the possibility of procedurally generated sound effects which are highly CPU intensive.
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User Info: 1337toothbrush

1337toothbrush
1 month ago#6
As for the topic, the RAX register is a superset of the EAX register.
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User Info: zhenghan

zhenghan
1 month ago#7
Lol gaming audio regressed big time. The apex of sound development was EAX 5.0 in games such as Bioshock 1 (Bioshock 2 sounded much much worse since it didn't support EAX) since it supported features such as 128 positional sounds with up to 4 effects on each. Now we're capping out at like 32 sounds at once.
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User Info: JKatarn

JKatarn
1 month ago#8
zhenghan posted...
Lol gaming audio regressed big time. The apex of sound development was EAX 5.0 in games such as Bioshock 1 (Bioshock 2 sounded much much worse since it didn't support EAX) since it supported features such as 128 positional sounds with up to 4 effects on each. Now we're capping out at like 32 sounds at once.


Last time I checked the majority of modern games support a maximum of 128-256 sound channels. EAX went away because integrated audio advanced to the point that it was "good enough" for most of the market, and it was no longer worth catering to the small niche with dedicated EAX soundcards - that and your average CPU is more than powerful enough to do advanced audio mixing in software.
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User Info: zhenghan

zhenghan
1 month ago#9
JKatarn posted...
zhenghan posted...
Lol gaming audio regressed big time. The apex of sound development was EAX 5.0 in games such as Bioshock 1 (Bioshock 2 sounded much much worse since it didn't support EAX) since it supported features such as 128 positional sounds with up to 4 effects on each. Now we're capping out at like 32 sounds at once.


Last time I checked the majority of modern games support a maximum of 128-256 sound channels. EAX went away because integrated audio advanced to the point that it was "good enough" for most of the market, and it was no longer worth catering to the small niche with dedicated EAX soundcards - that and your average CPU is more than powerful enough to do advanced audio mixing in software.


Source on the 128-256 sound channels in modern games?
"dude i am like a 10 th grader,i am not smart i am not smart okay.i know basic english not level 100 english lol" -stephanielish

User Info: DarkZV2Beta

DarkZV2Beta
1 month ago#10
JKatarn posted...
zhenghan posted...
Lol gaming audio regressed big time. The apex of sound development was EAX 5.0 in games such as Bioshock 1 (Bioshock 2 sounded much much worse since it didn't support EAX) since it supported features such as 128 positional sounds with up to 4 effects on each. Now we're capping out at like 32 sounds at once.


Last time I checked the majority of modern games support a maximum of 128-256 sound channels. EAX went away because integrated audio advanced to the point that it was "good enough" for most of the market, and it was no longer worth catering to the small niche with dedicated EAX soundcards - that and your average CPU is more than powerful enough to do advanced audio mixing in software.

Actually, EAX went away because Microsoft rewrote the sound stack for Windows Vista, breaking hardware accelerated audio support, and Creative did not want to rework their drivers to work with the change.
PCM sound has been fine on the CPU since the advent of the multi-megahertz CPU, but environmental processing has largely been a clusterf*** of IP ownership with Creative buying out competitors just to shut them down. It took years for games to catch back up with where EAX was in it's early days, and it's still uncommon to see more than rudimentary environmental audio in games, especially with clear, clean sampling, and videogame audio has a long way to go before it's really believable.
Most people have garbage ears and even worse perception, though, so I don't expect it to come back into the mainstream.
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