MattRocks wrote on Today, 15:56:
BFG sounds flatter than OG because the Doom 3 developers were doubling down on what actually sold games (faster pacing, brighter visuals, and less audio distraction). This mattered even more at the time of BFG's release because dominant platforms by then were consoles, laptops, and smaller fixed-format systems that didn’t have replaceable sound cards or enthusiast audio setups.
Out of curiosity, I just fired up OG Doom 3 on my WinXP machine, with the aforementioned X-Fi Titanium and a 5.1 surround speaker setup. When EAX is turned off, positional audio is much less precise, even in the original version of the game. So no, this isn't specific to the BFG Edition.
With EAX turned on, when starting a new game and talking to one of the NPCs at the launchpad, I (mostly) hear their voice from the front center speaker, if I'm facing them directly. But if I turn around and start walking away from them, then their voice shifts to the rear speakers, and gradually gets quieter as I move further away. With EAX off, this doesn't happen, and the NPC voice always comes from the left/right speakers. I also checked the console, and the OpenAL mixer isn't used if EAX is disabled, so the inferior results definitively come from the game's own software mixer. This reminds me of the instances when I was playing through the campaign with EAX on, and I could literally hear an enemy spawning behind me (as they do in this game) on my rear speakers, which allowed me to react instantly. You don't get that level of precision with EAX off.
EDIT - I just googled this, and it turns out you need to manually add seta s_numberOfSpeakers "6" to DoomConfig.cfg if you want to use 5.1 speakers with the software mixer. In contrast, the OpenAL mixer seems to automatically detect your speaker setup based on Windows sound settings. After editing the speaker number manually, I do get the NPC voice from the front center and rear speakers with the software mixer, but the positioning is still not as precise as with the OpenAL mixer, and the voice doesn't fade as seamlessly when I move further away. So turning EAX on does provide some benefits here.
MattRocks wrote on Today, 15:56:
I’m not against EAX; I’m against looking for EAX where it was never intended to be a defining feature. Neither OG nor BFG are good demonstrators of EAX.
While I do agree that there are better games to showcase EAX, I personally like its implementation in Doom 3. At the very least, it improves positonal audio, as noted above. Though I will acknowledge that the added reverb/occlusion might not be to everyone's taste, and comes down to personal preference.