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Games with best AUDIO for EAX?

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post #11 of 14 (permalink) Old 04-15-2019, 02:17 AM - Thread Starter
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Where's BoredGunner when you need him..? I bet he would have much more to say about the beautify of EAX. Reverb/Echo was just one single EAX effect and I actually disliked it reverb, turned it off, but the rest of the effects sounded much better in/with EAX than in/with software audio. I still do not understand why Microsoft just canceled audio hardware acceleration after Windows XP. MS Windows Vista and the direction MS took was what killed EAX because until Vista, it remained popular.

HRTF was definitely the best and it beats all known positional audio methods in terms of quality and accuracy.

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post #12 of 14 (permalink) Old 04-15-2019, 02:30 AM
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Quote: Originally Posted by MonarchX View Post
Where's BoredGunner when you need him..? I bet he would have much more to say about the beautify of EAX. Reverb/Echo was just one single EAX effect and I actually disliked it reverb, turned it off, but the rest of the effects sounded much better in/with EAX than in/with software audio. I still do not understand why Microsoft just canceled audio hardware acceleration after Windows XP. MS Windows Vista and the direction MS took was what killed EAX because until Vista, it remained popular.

HRTF was definitely the best and it beats all known positional audio methods in terms of quality and accuracy.
HRTF is built into windows now I believe, and it was always separate from EAX, which is just reverb/echo. Games often sounded better on dedicated sound cards back then in ways beyond just the audio quality, and Creative basically had the whole sound card market to themselves for a long time so any computer with a sound card probably supported EAX, but EAX only did the reverb while the sound card did other things to make games sound better.

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post #13 of 14 (permalink) Old 04-16-2019, 03:29 PM
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Quote: Originally Posted by UltraMega View Post
HRTF is built into windows now I believe, and it was always separate from EAX, which is just reverb/echo. Games often sounded better on dedicated sound cards back then in ways beyond just the audio quality, and Creative basically had the whole sound card market to themselves for a long time so any computer with a sound card probably supported EAX, but EAX only did the reverb while the sound card did other things to make games sound better.
Advanced EAX was more than just reverb/echo, multiple environment (which includes environment filtering, environment panning and environment morphing) was the one stand-out feature...

Here's a description of multiple environment:
EAX ADVANCED HD adds Multi-Environment, which renders the sounds in multiple environments at the same time as you walk past a room with a different environment. It also incorporates Environment Morphing, which blends the sounds of two environments together as you walk from one room into another.

Doom3 I believe employed some of the multi-environment effects.

Here's a breakdown of the versions of EAX:

First, keep in mind most cards, and even most onboard sound solutions support the EAX 2.0 spec:

32 simultaneous voices processable in hardware
Occlusion Effects
Material-specific reverb parameters

EAX 3.0

64 simultaneous voices processable in hardware
'Smoothing' between 3D audio environments
Direct access to all reverb parameters
Environmental Panning
New reverb engine
Beginning of the AdvancedHD Designation from new reverb engine

EAX 4.0

Real-time hardware effects
Multiple simultaneous environments
Flange
Echo
Distortion
Ring modulation effects

EAX 5.0

128 simultaneous voices processable in hardware and up to 4 effects on each
EAX Voice (processing of microphone input signal)
EAX PurePath (EAX Sound effects can originate from one speaker only)
Environment FlexiFX (four available effects slots per channel)
EAX MacroFX (realistic positional effects at close range)
Environment Occlusion (sound from adjacent environments can pass through walls)
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post #14 of 14 (permalink) Old 04-19-2019, 12:12 AM
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Quote: Originally Posted by 8051 View Post
Advanced EAX was more than just reverb/echo, multiple environment (which includes environment filtering, environment panning and environment morphing) was the one stand-out feature...

Here's a description of multiple environment:
EAX ADVANCED HD adds Multi-Environment, which renders the sounds in multiple environments at the same time as you walk past a room with a different environment. It also incorporates Environment Morphing, which blends the sounds of two environments together as you walk from one room into another.

Doom3 I believe employed some of the multi-environment effects.

Here's a breakdown of the versions of EAX:

First, keep in mind most cards, and even most onboard sound solutions support the EAX 2.0 spec:

32 simultaneous voices processable in hardware
Occlusion Effects
Material-specific reverb parameters

EAX 3.0

64 simultaneous voices processable in hardware
'Smoothing' between 3D audio environments
Direct access to all reverb parameters
Environmental Panning
New reverb engine
Beginning of the AdvancedHD Designation from new reverb engine

EAX 4.0

Real-time hardware effects
Multiple simultaneous environments
Flange
Echo
Distortion
Ring modulation effects

EAX 5.0

128 simultaneous voices processable in hardware and up to 4 effects on each
EAX Voice (processing of microphone input signal)
EAX PurePath (EAX Sound effects can originate from one speaker only)
Environment FlexiFX (four available effects slots per channel)
EAX MacroFX (realistic positional effects at close range)
Environment Occlusion (sound from adjacent environments can pass through walls)
It does the 3D sounds with reverb though. It can reverb in a ton of different ways, and reverb a ton of overlapping sounds, but it's still just reverb because that's all environmental audio really is in real life. Hence why the feature is just not impressive by today's standards, but it was definitely a nice addition back when it mattered.

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