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Go Back   HardwareHeaven.com > Forums > Hardware and Related Topics > kX Project Audio Driver Support Forum > 3-D Audio


3-D Audio kX 3-D Audio, DirectSound 3D, OpenAL and EAX discussion

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Old Nov 22, 2003, 05:15 AM   #1
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does kx 3535 do not support eax??

but in war3 game I can use eax2!!!
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Old Nov 24, 2003, 03:04 PM   #2
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Yes, kX supports EAX2.
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Old Nov 24, 2003, 05:59 PM   #3
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What kinds of EAX/EAX2 features are or are not implemented or implemented fully yet in kX? In other words, what problems can we expect to have with kX's EAX/EAX2 support at this time?

Last time I tried to play Halo with kX (3536a), turning on EAX resulted in the loss of sounds like wind blowing. Turning on just hardware acceleration in Halo resulted in the loss of music but did give 3D positional sound effects.

Using Hardware Accelerated sound in Morrowind results in excellent 3D positional sound, but I think it just uses DirectSound3D and not EAX. I do notice doppler-shifted sounds every once in a while though, which is cool.
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Old Nov 25, 2003, 03:51 PM   #4
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Current support is very basic; it has to improve yet. Some things will work, some things won't.
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Old Nov 25, 2003, 11:58 PM   #5
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hey, guys -- this was already discussed

EAX is not the same as 'hardware-accelerated 3-D audio'

EAX is just an 'Environmental audio extension'
so, although the driver reports it supports EAX, it actually doesn't apply any environmental effects
however, 3535 and later releases support hardware-accelerated 3-D audio more or less fine

yes, the effects will be added in the future -- no estimations

/E
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Old Nov 26, 2003, 05:42 AM   #6
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Thanks for the clarification, Eugene. So basically DirectSound3D is supported, but not EAX (kX just reports support for the heck of it?)? That makes sense.

I know a lot of us would be excited to see any addition of EAX or other gaming-related functionality to kX. I have to admit, however, that I haven't missed EAX much since I switched to kX. It seems that a lot of newer games don't bother using it (they just use DS3D).
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Old Nov 26, 2003, 02:53 PM   #7
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True, kX will be best if it supports EAX. I only miss it.

Another time, GJ for those drivers!
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Old Nov 28, 2003, 02:29 AM   #8
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Have you all tried the 'Unified Eax' located here http://www.doomsdayhq.com/files.php?class=6
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Old Nov 29, 2003, 11:38 PM   #9
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>> 'Unified Eax'

unified EAX assumes that at least -some- EAX support is available in hardware
so, (although I haven't tried it myself) -- it should not give you any environmental effects under kX
(let me know if I'm mistaken)

/E
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Old Nov 30, 2003, 01:27 AM   #10
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Yeah, I think it's just some kind of wrapper that asks the driver what versions of EAX it supports and uses the supported version(s) to emulate the other versions. At best it's probably like the A3D v3 drivers, but since kX reports EAX support, Unified probably will think that kX can do some effects that it can't and will ask kX to use its non-existant effects to simulate others.
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Old Nov 30, 2003, 10:22 AM   #11
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And how about newest EAX4? Will it be hard to implement into kX?

I`ve tried unified EAX and it only adds audio positioning in games, not special effects. However it`s very usefull when playing under 5.1 - 6.1 systems.
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Old Nov 30, 2003, 10:24 PM   #12
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audio positioning should be functional in 3535 and later releases -- so, it is not added by the 'unified' stuff

moreover, eax unified is only available for games that explicitly support it -- that is, simply installing it should not add any features to unsupported software

/Eugene
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Old Dec 11, 2003, 10:26 AM   #13
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Quote:
Originally posted by HunterZ
Turning on just hardware acceleration in Halo resulted in the loss of music but did give 3D positional sound effects.
Surely 3D sound you can find in 4/5 6/7 and 8/9. To hear a music you probably have to mix 0/1 with 4/5 for example.

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Old Dec 11, 2003, 11:07 AM   #14
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Quote:
Originally posted by PITmaster
Surely 3D sound you can find in 4/5 6/7 and 8/9. To hear a music you probably have to mix 0/1 with 4/5 for example.

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I'm already doing that, and it doesn't work. It was a while ago though that I tested it - I should do more tests now that I know more about how kX works.
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Old Dec 12, 2003, 12:08 AM   #15
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>> Turning on just hardware acceleration in Halo resulted in the loss of music but did give 3D positional sound effects

that's a little bit strange
re-check your set-up (reset settings if necessary)
make sure you haven't tried 'kxctrl -shw 18 xx'

/E
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Old Dec 12, 2003, 08:31 AM   #16
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Quote:
Originally posted by Eugene Gavrilov
>> Turning on just hardware acceleration in Halo resulted in the loss of music but did give 3D positional sound effects

that's a little bit strange
re-check your set-up (reset settings if necessary)
Well, I just tested it again (this time with the latest 1.03 Halo patch installed) and it still behaves the way I described, even with the default DSP setup: With Hardware Acceleration set to Off in the game setup menu, the music can be heard but the in-game sounds are simple stereo and are played (with the music) on Wave 0/1. With Hardware Acceleration set to On, in-game sounds are played via DirectSound3D (to Wave 4/5, 6/7, and 8/9) and music is absent. I have no idea what's going on, but it's definitely not my setup as far as I can tell. Other games (e.g. Morrowing, Knights of the Old Republic) work great with kX using a combination of normal Wave 0/1 stereo and Wave 4 thru 9 DS3D positional sound. Note that I am always leaving EAX disabled in Halo, although I tried enabling it too to see if it would make the music come back, and it didn't.

Quote:
make sure you haven't tried 'kxctrl -shw 18 xx'

/E
Nah, I haven't messed with the command-line stuff because I haven't had any problems that it looks like it could help with.
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Old Dec 12, 2003, 10:33 AM   #17
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Hm I had the same problem in Call of Duty after turning EAX on. The game was not playing some sounds, not so important at all (eg. metall scratching when glider is landing), but at all something is not right.
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Old Dec 12, 2003, 12:04 PM   #18
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I'm not surprised about CoD not playing sounds with EAX enabled, but Halo should be playing the music when Hardware Acceleration is on and EAX is off because it should just be using DirectSound3D.
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Old Dec 12, 2003, 12:55 PM   #19
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The biggest "wow" is in unreal. Try turning Hardware Acceleration and 3D mode in advenced options and play for while.
Some strange effects occur with sound positioning, for example if You look up the shoot sounds (yours) come from rear speakers, and if You look down they come from from speakers only ;>
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Old Dec 12, 2003, 03:04 PM   #20
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Quote:
Originally posted by Rogacz
The biggest "wow" is in unreal. Try turning Hardware Acceleration and 3D mode in advenced options and play for while.
Some strange effects occur with sound positioning, for example if You look up the shoot sounds (yours) come from rear speakers, and if You look down they come from from speakers only ;>
The same with CoD and EAX. Try playing training mission. I think it's ok and realistic.

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Old Dec 13, 2003, 10:20 AM   #21
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Quote:
Originally posted by Rogacz
The biggest "wow" is in unreal. Try turning Hardware Acceleration and 3D mode in advenced options and play for while.
Some strange effects occur with sound positioning, for example if You look up the shoot sounds (yours) come from rear speakers, and if You look down they come from from speakers only ;>
Yeah I noticed that in Deus Ex 1, which uses the Unreal Tournament engine. I guess either kX or the Unreal/UT engine goes nuts with sound calculations at those angles.

I remember in the old days when the Creative drivers would freak out when the sound was positioned exactly in the middle (left-right and front-rear wise).
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Old Mar 9, 2004, 05:42 AM   #22
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*well i m not sure* *forget it* *sry*

Last edited by MechanimaL; Mar 9, 2004 at 06:32 AM.
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