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3DsoundSurge Special Feature
Aureal vs Qsound -
The Great Debate
Qsound:
Scott Willing
Aureal: Toni
Shneider
Date Started: June
22, 1998 Date Ended: July 8, 1998
Aureal And Qsound... The Duel
Continues - June 23,98 - 2:30pm est - Frank
I'd like to respond to Qsound's two
postings on your (excellent!) 3DSound Surge site regarding 3D audio APIs:
"Aureal's goal with respect to APIs remains consistent: we support all important
industry standards as well as our own API for advanced, next generation features.
This way our users win in all cases: if a title has native support for A3D,
the user gets the best possible 3D audio. If a title supports DirtectSound3D, it'll
still sound best on A3D hardware, because we have the most advanced hardware support for
that API. This is the best of both worlds, because it allows our API to drive the pace of
3D audio innovation and enable developers with the latest features and we also make sure
that the user gets the broadest possible title support to derive maximum benefit
from their hardware. By the way, this is very similar to what 3Dfx are doing with Glide
and DS3D.
Qsound seems to have a problem with our new A3D 2.0 API. Let me explain: A3D 2.0
offers new features that are not available anywhere else. These features include
universal host emulation, advanced resource management and real-time environment acoustics
based on the 3D geometry of a scene. We can model sound waves as they bounce off walls,
leak around corners, are obstructed by objects, can be heard through a wall from the next
room, etc. That's what our wave tracing technology is about.
Since no other sound APIs or 3D audio rendering systems support these advanced features,
the only way to enable them today is to define our own API for our own A3D hardware.
For the future, we are working with Microsoft to get these kinds of features directly
supported in DirectSound3D. This usually takes a few years, but once it is in there,
it is a standard solution that anyone can support.
Qsound claims that title support for DS3D is becoming universal. This is great news!
It is not what we are hearing from developers, but the more DS3D titles
the better, because they will take advantage of A3D hardware. Can Qsound provide a list of
titles that are committed to DS3D support? Independent of DS3D, Aureal will continue to
promote our advanced A3D features to developers in order to get them to take full
advantage of our hardware capabilities. There are currently close to 200 A3D
optimized titles in development.
Finally, Qqsound mentions EAX. EAX is a simple reverb API. There are many ways
to get reverb into a game, EAX is one of them. However, there are a few
serious problems with EAX: it currently only runs on one hardware platform that isn't
shipping, it therefore has zero installed base. It also requires that a developer
support FOUR separate APIs to get EAX to work: DS3D support for baseline 3D, EAX for
reverb, a proprietary resource management API to handle hardware acceleration
smoothly. Since the previous 3 APIs have unacceptable or no host emulation at all,
the developer then needs to use a fourth, stereo fallback API and separate sound
engine for non-accelerated platforms. Finally, EAX has no geometry based acoustics
features (for example no sound obstruction or reflections, no sounds behind walls, etc.).
In comparison, A3D offers all of the above functionality (and then some!)
under a single API. It also offers an installed base of over a million units that is
growing in leaps and bounds (over 10,000 units a day) thanks to 15 sound card makers and
the two biggest PC makers on the planet shipping A3D (Dell and Compaq). For those reasons,
we believe that the majority of developers will continue to use A3D: is provides superior
quality with less development effort, while generating greater appeal to a
larger market. However, in keeping with our API strategy of providing the most
options to our users, we will continue to monitor EAX. If EAX overcomes its problems and
becomes a popular API, we will look into supporting it for baseline reverb. This should be
do-able because EAX is a subset of A3D 2.0. - Toni
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