Reply 40 of 45, by Gmlb256
biohazardx9 wrote on 2022-07-06, 10:33:Also lets not forget that Microsoft has changed how the audio system works in windows which now prevents practically any add on […]
Peter.Mengel wrote on 2022-07-01, 01:57:Shponglefan wrote on 2022-07-01, 01:48:3D positional audio, particularly as realized by A3D back in the late 90s.
Positional audio seems to have a taken a flying leap backwards over the past couple decades. I keep wondering if we'll ever see a resurgence. I figured VR might rekindle interest in proper positional 3D sound, but given the slow VR adoption my optimism for that has fizzled.
I personally doubt that...cause we would need standard and gamedevs got lazy as a huge sound engine doesnt improve a game as much as GRAPHICS...so its wasted money...no one ever said WOW that sound engine was great did you hear how the game sounds...sad but true..it could add so much to gameplay.
And then we would need better gear and whos left? Creative with bad cards or Asus...if they hadnt drop the market either?Also lets not forget that Microsoft has changed how the audio system works in windows which now prevents practically any add on card from working right.
Essentially all they want is the codec portion with the audio engine software via CPU. This allows the privacy of the Audio firewall preventing the MIC and such.see we had creative with the EAX, Aureal with the A3D, then there were cards by Hercules (Fotissimo range), and other cheapo ones based off C-Media but! all in essence were great add-in sound cards. They definitely did alot for not only producing great sound but expanding while also offloading from the CPU.
I loved hearing music pushed to the max, especially UT99's tunes. loved the little apps they gave .
At least there is a hardware-accelerated OpenAL implementation for Creative sound cards (from Audigy 2 up to X-Fi, unless I'm mistaken) which bypasses the audio stack that Microsoft rewrote starting with Windows Vista, but it wasn't 100% stable and was eventually abandoned due to lack of developer support. Most (if not all) of the advantages of offloading audio from the CPU were diminished at this point, 3-5% of CPU usage for audio isn't much of an overhead these days.
On the other hand, I wish that there was more interest in serious gaming audio development which feels stagnated in general.
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