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Earlier in 1997 representatives from Aureal and QSound went toe to toe over 3D audio. In the process, a lot of excellent information was presented from both sides. For an excellent overview of 3D audio, browse through our debate page.

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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

Toni From Aureal Explains What A3D Is Really About

My answer to Scott's latest musings:

"I'd like to answer Scott's points with something up front: we are getting a bit esoteric here.  What matters is the listening experience  for the user.  If it sounds great and enhances game play, that's all that   counts.   Few people care about arcane technology details.  Now when it    comes to sounding great, we have a pretty solid track record of hitting   the spot with a great 3D audio listening experience. To be more direct:  A3D's quality rocks!  The current avalanche of A3D sound cards and titles proves that tons of gamers and tons of developers took a listen and loved   what they heard.  Now, I'll try to say this without insulting anyone, but    before A3D came along, Qsound, DirectSound3D and others had been   available for many years and never caught on the way A3D has.  We got to   be doing something right!

Just look at the site that this message is on: it is one of several really cool, thriving, grass roots 3D audio Web sites that have popped up  for the simple joy of celebrating and sharing info about 3D audio.  I don't think I'm overstating my case by saying that these sites are mostly  here because of A3D and the way it's stimulated 3D audio products and  games over the last 12 months.   None of this existed before A3D.

My point: let's not get lost in boring details. With A3D, Aureal has   proven that we can build a great 3D audio product.  We did it by finding  ways to bring our HRTF 3D audio technology from our high-end, $10,000  sound server products used in NASA research labs to affordable,  mainstream sound cards.  Now, we're building an even better product with  A3D 2.0.  It is based on wave tracing, the next wave of technology which  has also been running in those high-end server products and research labs  and will soon be available on a store shelf near you.   What else can I  say?  We have success, a great track record and 10 years of  psycho-acoustic research behind us.  A3D 2.0 users are in for a treat!

Before I hit the road for a while (won't be able to post...), I do feel  compelled to say just a few things in direct response to Scott's previous  note (this is probably only interesting to developers):

You say that "Aureal discourages ISVs from supporting competing    hardware... to create the impression of a de facto standard": I don't get   it.  What/who are you talking about?  Obviously, we encourage people to  use A3D. If they want to support other technologies, of course they can.   We don't discourage anyone.  We don't have to, DirectSound3D has enough   problems to discourage most developers.  And secondly, we are the de   facto standard.  I can walk into any electronics store and chose from   several A3D sound cards and then get any of a few dozen of the hottest  new games and they'll fully support my new sound card with great 3D  audio.  That's about as standard as it gets at this point.

Your analysis of wave tracing: We heard the same kinds of comments when  A3D came out last year: "you're crazy to put true HRTF audio rendering on   a sound card" "It'll take too much processing" "It'll be too expensive"   "It's awesome, but it's overkill, people can't hear that well anyway" "3D   stereo spreading is good enough".  Today, you are taking these same sentences and replacing "HRTF" with "wave tracing", and "3D stereo  spreading" with "reverb".  Wave tracing is pushing the envelope.   It is  new, cutting edge technology, not re-packaged stuff that was laying  around on a shelf somewhere.  We like to push the envelope, set the new  standards.  We did it last time around, we'll do it again this fall...

All right, before I get too cocky: you provided a good analysis of what   can be done for environmental acoustics with different levels of  processing.  You glossed over the most important one though: occlusions.  A sound goes behind a wall.   Very basic case.  Reverb, or EAX can't  handle it.  Wave tracing can, beautifully, simply, automatically, with  muffling and absorption and everything.  That's huge.

Universal hardware support: Our A3D 2.0 API will run on anybody's system  using our host emulation engine.  The new API does have many new features  and requires A3D 2.0 hardware to get full rendering support for all those  features, but it'll run on anything, as best as it can. A3D 2.0 is a  single-stop, super-set, next-generation positional audio API that  embraces all platforms.

Writing sound code for people: you imply that we run around and write  sound code for everyone.  We try!  It's called developer support.  Of  course we can only do so much, so for the vast majority of titles we just  answer support questions and they handle the coding.  Though I will pass  your compliment to the person who has been single-handedly doing the  support for the last year.  I guess he's made quite an impression if you  think that he's been writing the sound code for over a hundred A3D  titles!

Scott, you didn't answer my question from the last post: can you give us  a list of titles that support DS3D?


Toni Schneider."

 

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