AppleSauce wrote on 2022-10-15, 09:54:
It turns out the actual issue was that I had my speakers too far apart , after putting them next to my monitor and comparing the CD and 1.0 floppy version I can hear some panning in the floppy version , its a bit disappointing tbh , nowhere near as fancy as A3D.
QSound as provided by Creative Labs is a very simple technique. The idea is that with a normal stereo speaker setup, a part of the signal from the left speaker goes to your right ear, and a part of the signal from the right speaker goes to your left ear. This applies especially to low frequency content, as your head (the obstacle preventing the sound to reach the "wrong" ear) is small compared to the wavelength of bass sound (and thus doesn't really block it), but large compared to the wavelength of treble sound.
QSound tries to make sound appear to be even more from the left than just "hard left pan" by adding an inverted low-pass filtered version of the left channel to the right channel. The same can happen for the right channel. The Soundblaster 16 still stays a two-channel sound card. With QSound, you get two individually pannable channels. Both channels can be panned anywhere from hyper-left (full left + anti-sound on the right) over left (full left), center (left + right), right (fully panned right) or hyper-right (full right + anti-sound on the left speaker). The CSP can't provide extra channels, so no way of getting sound from more than 2 directions, except if you do the effect in software anyway (and then you don't need the CSP for that.
QSound can improve perceived wideness of stereo sound by panning the left channel slightly hyper-left and the right channel slightly hyper-right, but QSound is in no way any kind of 3D sound engine. Games supporting QSound can get real-time panning of up to two monaureal sources without CPU overhead. But that's about what QSound can do.