First post, by vlbnn
Greetings to all.
In autumn '99 I bought my first Aureal card (before was SB16 Vibra and after SBLive! 5.1) - MX300 and it was great time (Half-Life, Heretic, Unreal and SBLive! holy wars)). I own this card and these days and I always wonder about its awesome technologies. I already read a big list of various explanations about A3D but almost all of them is basically parts of Aureal marketing materials. Here I found some useful technical information and want to ask my other questions:
1) what parts the "A3D engine" (on Au8830 scheme) consist of? To my opinion it includes: HRTF filters and atmospheric filters. Anything else?
2) if I correctly understood explanation about famous wavetracing technology it relies on the CPU (via A3D API and drivers) in matter of bouncing rays and computing second emitters of sound (i.e. dots from which reflections is propagating), delays, amplitude, coordinates and transmit these parameters to Au8830. Is it true? What part of job doing Vortex 2 then? Applying HRTF to refletions and mixing them? Or something else? To me (at this point) the biggest hardware advantage Au8830 vs. EMU10K1 is support of huge hardware channels (76 vs. 32) which cannod be emulated in any way even though geometry calculation can be done in software.
3) support of only 16 A3D sources - is it hardware or software (i.e. drivers) limitation? What is the difference between these 16 and other 60 (the last is the midi channels, right?)? I've read somewhere that it is hardware limitation and Au8830 does not apply HRTF on the 60 reflections channels but it is unproved...
4) EMU10K1 includes DSP (FX8010) which capable of executing microcode written by user (i.e. Creative programmers in most cases). There are some little memory inside which limit the complexity of algorithms DSP can execute. My question is as follows - Vortex 2 works in the same way or it cannot be programmed for various tasks using its own commands? Someone told me that the latest drivers (or cannot Aureal doesn't implemented it and it was his wishes) for Vortex 2 can download HRTF to it and program its chip in some way.
5) about reverb - does Vortex 2 support it in hardware? And if it so what kind of reverb? I read here that latest revision B0 maybe does.
6) about games (with wavetracing) - to me the best A3D 2.0 support is in Unreal/UT and Heretic 2. I tried famous Half-Life many times and it not that cool to me. I try to explain it more clearly: in both Unreals the reflections help me almost feel things around me, but in Half-Life reflections come from all directions with identical force. I always tried all games with headphones only. In Half-Life s_geometry and s_reflect both set to "1" and drivers play Aureal sound at level startup. Even Quake 3 is better in this case - turning A3D gives shotgun fires be audible according to around geometry. Anyone else have this experince with Half-Life?
There are other questions (I think they will be interesting for people here) but for the first time these six are enough.