Yes because the scope of this project is to resurrect Aureal in every which way, starting with basic drivers for DOS and each modern Windows versions. I'll backport the working drivers to XP and perhaps 98, but 98 isn't the main focus OS since it has functional/working drivers already.
The next step after getting the drivers up and running is the API rewrite. I dove through the A3DAPI.dll looking for helpful tidbits of info but it's a very large file to fully reverse engineer without writing custom tools for the job. So a rewrite is preferable, and during this rewrite I'll be looking to implement API hooks to pipe EAX1-5, XAudio2, Miles, FMod, OpenAL and whichever other APi's could use a redirect through hardware acceleration buffers. This way the sound positions can get HRTF applied and the buffers can be passed through the Vortex2 for real hardware accelerated audio again.
Most likely the final A3D-X API will be in the joint form of a new A3DAPI.dll and a custom DSound.dll (like alchemy did) so that older games will benefit from the new code base.
The Vortex2 looks as though it can Apply 4 midi FX per 64 Sound Channels which is all EAX2 was, so it should be 100% supportable in hardware. EAX3-5 I am not entirely sure of, but I believe they were a set of DSP code which will not run in hardware on the AU8830 Vortex2 chip, as it is not a DSP but an ASIC with fixed but programmable/routable functions and would require the SQ3500 Turbo DSP board like the one Hard1K got, which is the programmable DSP part of the Vortex2. Or just reprogram it all in software like Alchemy did, or just route out through Alchemy since it's already available...
That's the idea for now since the new API details haven't been fully worked out yet.