shevalier wrote on 2026-01-14, 13:25:Maxim Liadov: Our readers would like to know when X-Fi patch for UT 2004 will be released.
Darragh O'Toole: As you know, we hav […]
Show full quote
MattRocks wrote on 2026-01-14, 13:15: […]
Show full quote
- OpenAL is a dedicated sound mixer library, and it probably is better than Doom3 hand-rolled code.
- OpenAL is a generic sound mixer for any sound card.
- Creative distributed OpenAL with EAX, but you can enable OpenAL and disable EAX.
Maxim Liadov: Our readers would like to know when X-Fi patch for UT 2004 will be released.
Darragh O'Toole: As you know, we have a patch that was custom designed by Creative for UT2004, this features custom sound sets implemented using our developer tool ISACT for streamlined implementation of 3D audio in game. This allows us to take advantage of the higher voice count and generate higher quality sounds for two aspects of the game. Firstly, it allows the music to respond to the situation, so when your health goes down, the soundtrack switches to one of a series of levels from upbeat, to mid-tempo to panic stations (in a similar vein to the initial aims of Direct Music but which was based on Midi). Secondly, it allows the in-game sounds to use up to 24 bit stereo samples, replacing the low quality 8-bit, 11kHz sounds that most games use to preserve resources. Just as we were about to release this, Epic updated the game so we need to tweak the patch for the new version. We are in the final stages and hope to have it available for download sometime in March. Some of the new weapons sounds will definitely remind you that your subwoofer is still working!
http://ixbtlabs.com/articles2/multimedia/crea … -interview.html
Only Creative Lab knew how to write this code (optimised for OpenAL and X-FI).
That was enough for a couple of projects.
And that's it.
"Just as we were about to release this, Epic updated the game so we need to tweak the patch for the new version," shows that these releases were not collaborative partnerships.
These are custom interventions designed by Creative to showcase protest the importance of audio, not designed by Epic to showcase the importance of gameplay or the UT2004 game.
Note also the changes are to the game content (e.g. high-bit samples instead of low-bit samples*), which are not changes to how the hardware is being used.
In other words, the patch sounds better because it ships better audio assets and better mixing. But, those two changes would work with any EAX or non-EAX sound card.
“Only Creative knew how to write this code,” underscores that Creative were isolated. It shows that nobody else knew how to use Creative libraries. Instead of Epic testing their product against Creative libraries, Creative's after-market modifications broke when Epic updated the game.
I blame Microsoft. I much prefer being able to swap game hardware and get a different game audio experience, like changing an instrument. But, after the Xbox, only those who were part of the Xbox platform could be gifted gaming influence. That is business.
* In the real-world, a valid question is what is the lowest-bit sample rate that is not perceptibly different? This matters to gameplay because low-bit samples can load faster from disk/network.