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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 Mar 29, 2004, 04:26 PM   #1
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Sad Question concerning EAX

I was thinking of something...

if EAX is a kind of language for SBlive! DSPs.
Well, would it be possible to "wrap" eax the language and adapt it to midi controler.
When you enter a room with lot of reverb in a game, well it would probably set the reverb lvl higher and also adjust the to high filter and all other parameter.. In that scenario, it would be possible to get both DSP reverbs and effects that are packed with kX drivers and also use the vsts for gaming exeperience.. If EAX is proprietary, perhaps implementing it would not be legal without royalties but interpreting it like an emulator would be more legal???

Correct me if i'm wrong.


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Old Mar 30, 2004, 12:11 AM   #2
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the eax calls and reverb levels and all that are easy enough to implement, but excatly what those levels are per setting are is what is holding back development… i think
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Old Apr 4, 2004, 11:22 PM   #3
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>> "wrap" eax the language and adapt it to midi controler

yes, this is the only known solution so far

implementing EAX creates certain issues: 1. we currently don't have a good EAX-capable reverb 2. we don't have -exact- formulas for converting EAX Application <-> Reverb Engine parameters 3. implementing EAX would make kX DSP stuff much more complicated 4. we simply don't have enough time for that

that's it

/E
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Old Apr 6, 2004, 11:19 AM   #4
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i wonder if we could "find" these formulae, them i'm sure someone on this forum with programming skill can create a DSP plugin for KX…
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Old Apr 7, 2004, 09:16 PM   #5
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find? no
reverse-engineer? yes

but this is (a) illegal (b) difficult

/E
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Old Apr 11, 2004, 06:05 PM   #6
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There's another possible solution: I'm sure it's possible to obtain a list of EAX effect names (e.g. "cave", "underwater"). Someone could start a project to find reverb parameters (either by trial and error or by some kind of acoustic modeling or other research - I don't know much about acoustics really) that approximate those used by EAX without actually stealing the parameters used by Creative. Of course the arguments against this will be:
- This will take a lot of time and effort
- It may sound worse than the Creative drivers in the end

But these arguments could have been made against the creation of kX at the beginning, and now look what we have For all I know, such a project could result in EAX support in kX that is far superior to that of the Creative drivers.
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Old Apr 13, 2004, 03:00 AM   #7
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Yeaah: And then, Eugene Gavrilov (and The KX Project Team) will be worth Multi Millions of $, if not Billions
And we'd be some of the luckiest chaps on the planet LOL
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Old Apr 13, 2004, 04:21 AM   #8
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Heh, not unless he starts selling kX, which would make me go back to the crappy Creative drivers in an instant.

To paraphrase South Park:
Step 1: Add EAX support to kX drivers
Step 2: ???
Step 3: Profit!
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Old Apr 13, 2004, 05:20 AM   #9
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Quote:
Originally posted by Eugene Gavrilov
find? no
reverse-engineer? yes

but this is (a) illegal (b) difficult

/E
the sources ARE available… not only creative uses EAX, nVidia uses it on its soundstorm m/bs… but then, it probably costs a fair bit of money… and once kX supports EAX, no one will ever use creative drivers, so i doubt creative would give them to you, but then Creative makes money from selling the hardware…
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Old Apr 13, 2004, 05:21 AM   #10
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but i like HunterZ idea… i just have no idea how, nor probably the time, to do it
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