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#1 |
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DriverHeaven Newbie
Join Date: Feb 2006
Posts: 5
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Will EAX ever be supported?
Iīve tried the drivers and I got really excited with the sound quality and easiness of customization, however it is outrageous that such masterpiece of project still doesnīt have support for a highly accepted sound standard that EAX is (or whatever the definition). Every day more and more games support EAX and we could even say that these games are selling creative cards because of so much propaganda from the game makers. without being rude my point is: will EAX ever be supported? by researching on the web I was able to find the following quote:
[color=DarkRed]"[/color][color=Yellow][color=DarkRed]But unfortunately they do not support EAX due to cl's licensing politics."[/color] [color=Black]http://downloads.guru3d.com/download.php?det=929 [color=White][color=Black]by further researching I came to find this site: http://www.openal.org/[/color] [/color][/color][/color][color=Yellow][color=Black]Quote from openal.org: [/color] [color=DarkRed] "November 4, 2005 -- An EAX 5 SDK is now available from Creative, allowing OpenAL developers to use the latest version of EAX in their OpenAL applications. More information can be found on developer.creative.com. (Note -- this SDK is only available to registered Creative developers.)"[/color] [color=Black]Correct me if I am wrong, this means that registered developers have access to the EAX SDK in order to implement on this fast growing opensource Linux Audio Driver. If so, canīt someone take a peek at this opensource code and "leech" some ideas to improve KX? thanks a lot [/color] [/color] |
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#2 |
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Apple Fanboy?
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the SDK is so that game devs can use EAX in games, i doubt it would have any relevance to the reverb engine in use, or the preset values which are required to support eax
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Chris - The Aussie Super Mod
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#3 |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
Posts: 4,027
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Additionally -An SDK is different from SOURCE CODE.
SDK = Software Development Kit So - its just a means for developers to INTERFACE with their proprietary code. |
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DriverHeaven Newbie
Join Date: Feb 2006
Posts: 5
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hell, look what I found:
Quote:
http://www.nforcershq.com/forum/view...p?t=23721%20Q3 |
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#5 |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
Posts: 4,027
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That just sounds like - complaints about EAX on NV hardware - are passed on as CL problem..??
It still is stating that the 'EAX API is propritary' and I can only assume NV has paid for licensing to use it/support it. Something KX developers will NOT likely do. |
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#6 |
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S-3D enthusiast
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Are there soundcards that are not from Creative that support EAX? If so, how did the drivers programmers achieved this?
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#7 |
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Tail Razer
Join Date: Jun 2005
Location: Bernyurass, AZ - USA
Posts: 4,027
Rep Power: 0 ![]() ![]() |
Looks like through Direct Sound.. ?? no?
I *thought* I read somewhere that X-BOX was using NVidea hardware for both Video and Sound. And in other place seen that X-BOX supported EAX (at some level) for ease of game porting/programming. ?? I figured anyone with enough $$ could license to use EAX. And, I dont think the lack of EAX support in KX is 'technical' - but more 'license costs' to do so. But you sir - know how little I know about programming. |
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#8 |
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Apple Fanboy?
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Some non-CL soundcards, support eax upto eax2, but that's based on the sensaura take on eax, created and licensed before CL bought them out.
iirc that includes nVidia
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