 |

Gamer's Guide to 3D sound and reverb APIs
Mikael
Hagén and Mark Muschett - Last updated
January 8, 2002
Introduction
This article
offers a brief explanation of the various 3D sound APIs we list in our reviews, articles
and news. ). An API is basically a bunch of instructions that the game developers use to
define where the sound should be placed in the 3D space (A3D 1/2/3 and DS3D) or what type
of environment you are located in (EAX, I3DL2 and A3D 2/3). Your soundcard, if it supports
the API, will then use some clever algorithms to place the sound in 3D space or a reverb
algorithm that tries to recreate the sound of the specific environment.
How
effectively you will be able to locate the sound depends on the algorithms your soundcard
uses, if you use headphones, 2, 4 or 5 speakers and yourself. That is, how well it works
is very subjective, particularly when it comes to any virtualized effects.
If your
soundcard doesnt support the API the game may use a software 3D sound/reverb engine
or more commonly, stereo panning. The more well known software 3D sound engines available
are RSX (part of Miles Sound Systems), QSound's
QMixer and the 3D sound engine part of DS3D. When it comes to reverb engines in games the
more well known are the one included with the Unreal engine, the one in Half-Life and the
one MS licensed from Creative Labs (not the Audigy or Live reverb engine) thats part
of DirectX8.
So on to A3D
1.0 |

Articles
Audigy Tour Report
Philips Press Event
QSound 3D Audio
A Gamer's Guide to Sensaura
3D Audio
A Gamer's Guide to 3D Sound and Reverb APIs
A Gamer's Guide to 3D Sound and Reverb Engines
A Gamer's Guide to DS3D and A3D 1.x
A Gamer's Guide to EAX
DVD Buyer's Guide
Surround Sound Formats
Virtual Surround Sound Technologies
The Advantages of the Center and LFE channels
Stereo to 4 or 5.1 Expansion Technologies
Bassmanagement
Visit to the Creative EMU Technology Center
Liveware 2.0 |