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EAX appreciation thread

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Reply 1000 of 1034, by OM606

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I'll do some testing with this app too and report.

I am about about to install Win10 x64 because i want to install steam to play a few things and wonder what are the best drivers to use for the X-Fi Titanium? latest official Creative or modded 2.17.0008C? I remember not being able to install Daniel_K's driver under Win10 because it was not signed.

Win10 x64 - R3 3100 - B350 PC Mate - RX Vega 56
WinXP - E6850 - P5B Premium - GTX 460 - SB0880

Reply 1001 of 1034, by Joseph_Joestar

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OM606 wrote on 2026-02-01, 12:00:

I am about about to install Win10 x64 because i want to install steam to play a few things and wonder what are the best drivers to use for the X-Fi Titanium? latest official Creative or modded 2.17.0008C? I remember not being able to install Daniel_K's driver under Win10 because it was not signed.

DanielK's latest X-Fi driver pack installs without any issues for me.

However, I'm using Win10 LTSC 21H2. Not sure if that makes any difference.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1002 of 1034, by OM606

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Maybe that makes a difference. I think it was 22H2. I'll go with LTSC as well this time and try the latest Daniel_K's driver.

Win10 x64 - R3 3100 - B350 PC Mate - RX Vega 56
WinXP - E6850 - P5B Premium - GTX 460 - SB0880

Reply 1003 of 1034, by UCyborg

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It wouldn't be surprising if things related to Creative drivers / Audigy control panel are buggier on Win11. Though Win10 / Win11 on their own, vague terms considering the number of builds. I've been messing with Audigy Rx on a temp Win11 23H2 install with December 2023 cumulative update.

Arthur Schopenhauer wrote:

A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.

Reply 1004 of 1034, by xtreger

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I have a question on this - I've read that in terms of positional accuracy (HRTF) EAX was not as good as (for example) A3D. But it's not clear what version of EAX is referred to in these comparisons. Was positional accuracy poor in EAX 2.0 as well? What about EAX 3.0 / 4.0?

Reply 1005 of 1034, by Joseph_Joestar

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xtreger wrote on 2026-02-10, 16:36:

I have a question on this - I've read that in terms of positional accuracy (HRTF) EAX was not as good as (for example) A3D. But it's not clear what version of EAX is referred to in these comparisons.

Period correct reviews from the late 90s state that A3D offers better sound positioning than EAX when using headphones. While EAX offers more precision than A3D when using surround speakers. This has been my experience as well

However, that may have changed with the advent of X-Fi cards. Specifically, using X-Fi CMSS-3D Headphone with its Elevation Filter and MacroFX can offer excellent positional audio. I don't think it's quite on pair with A3D 2.0 and its wavetracing stuff, but it can sound really good in certain games.

xtreger wrote on 2026-02-10, 16:36:

Was positional accuracy poor in EAX 2.0 as well? What about EAX 3.0 / 4.0?

It's more important how much effort the developers put into positional audio than which EAX version the game uses. For example, the original Deus Ex (an EAX 1.0 game) sounds great on my 5.1 speakers. The positional audio is fairly precise, which is very noticeable at the start of the first level (Liberty Island) when the patrol bot is walking around you.

That said, EAX 5.0 with its PurePath tech can deliver some amazing stuff, when used properly. Play Quake 4 or Battlefield 2 on an X-Fi card, and hear it for yourself.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1006 of 1034, by xtreger

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Joseph_Joestar wrote on 2026-02-10, 16:59:
Period correct reviews from the late 90s state that A3D offers better sound positioning than EAX when using headphones. While EA […]
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xtreger wrote on 2026-02-10, 16:36:

I have a question on this - I've read that in terms of positional accuracy (HRTF) EAX was not as good as (for example) A3D. But it's not clear what version of EAX is referred to in these comparisons.

Period correct reviews from the late 90s state that A3D offers better sound positioning than EAX when using headphones. While EAX offers more precision than A3D when using surround speakers. This has been my experience as well

However, that may have changed with the advent of X-Fi cards. Specifically, using X-Fi CMSS-3D Headphone with its Elevation Filter and MacroFX can offer excellent positional audio. I don't think it's quite on pair with A3D 2.0 and its wavetracing stuff, but it can sound really good in certain games.

xtreger wrote on 2026-02-10, 16:36:

Was positional accuracy poor in EAX 2.0 as well? What about EAX 3.0 / 4.0?

It's more important how much effort the developers put into positional audio than which EAX version the game uses. For example, the original Deus Ex (an EAX 1.0 game) sounds great on my 5.1 speakers. The positional audio is fairly precise, which is very noticeable at the start of the first level (Liberty Island) when the patrol bot is walking around you.

That said, EAX 5.0 with its PurePath tech can deliver some amazing stuff, when used properly. Play Quake 4 or Battlefield 2 on an X-Fi card, and hear it for yourself.

Thank you very much! I'm a bit focused on Win98 gaming - I guess for that the general experience will be better with A3D for the games that support A3D (or both A3D and EAX)? Based on what I've read, a couple of examples are Half-Life or Unreal or Thief, etc. Since you have (or have had) an Audigy 2 ZS, what's been your experience with games like these? And yeah you're right about the games' implementation as well - e.g. in Hitman Contracts some parts sound awesome with EAX (I don't think it supports A3D) but some other areas sound inaccurate

Reply 1007 of 1034, by Joseph_Joestar

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xtreger wrote on 2026-02-10, 17:11:

Thank you very much! I'm a bit focused on Win98 gaming - I guess for that the general experience will be better with A3D for the games that support A3D (or both A3D and EAX)? Based on what I've read, a couple of examples are Half-Life or Unreal or Thief, etc. Since you have (or have had) an Audigy 2 ZS, what's been your experience with games like these?

In Thief: The Dark Project, A3D sounded a bit more precise than EAX to me. This video by @Dipshidian provides a direct comparison between the two APIs. The situation is similar with Unreal, especially if you're using headphones. As for Half-Life, I ended up using EAX because A3D was kinda glitchy on my Vortex 2, possibly due to using drivers that were too new. That's my problem with A3D, you sometimes need to mess around with different driver versions and .DLL files to get certain games to sound right.

One last thing to note. While Creative's later cards like the Audigy and X-Fi can emulate A3D, it doesn't sound as good as the real thing on proper Aureal hardware. That's been my personal experience at least, though I suppose things may vary depending on which driver version is used and such.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1008 of 1034, by ott

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Joseph_Joestar wrote on 2026-02-10, 16:59:

That said, EAX 5.0 with its PurePath tech can deliver some amazing stuff, when used properly. Play Quake 4 or Battlefield 2 on an X-Fi card, and hear it for yourself.

Wow, I'm surprised that Creative called this a unique feature:

With EAX® PurePath™, developers now have total control over exactly which speaker (or speakers) the sound should be played through. This is particularly useful, for instance, for controlling bass reproduction through the subwoofer for Low Frequency Enhancement.

As far as I remember, the ability to assign specific sounds to a specific speaker in multichannel mode was available long before EAX 5.0, back in the days of OpenAL/DirectSound3D (including previous EAXs) and audio middleware like FMOD / Miles.

Also I didn't find any mention of "PurePath" in Creative OpenAL SDK 1.1 docs, which introduces features of EAX 5.0/X-Fi (X-RAM, etc.).

Reply 1009 of 1034, by NeoG_

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Just picked up a set of really cheap fully working Cambridge FPS1000 speakers from facebook marketplace. Bit far so I got it shipped. I am so ready for some period accurate late 90s four point surround EAX 2.0.

98/DOS Rig: BabyAT AladdinV, K6-2+/550, V3 2000, 128MB PC100, 20GB HDD, 128GB SD2IDE, SB Live!, SB16-SCSI, PicoGUS, WP32 McCake, iNFRA CD, ZIP100
XP Rig: Lian Li PC-10 ATX, Gigabyte X38-DQ6, Core2Duo E6850, ATi HD5870, 2GB DDR2, 2TB HDD, X-Fi XtremeGamer

Reply 1010 of 1034, by Joseph_Joestar

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ott wrote on 2026-02-11, 03:41:

Also I didn't find any mention of "PurePath" in Creative OpenAL SDK 1.1 docs, which introduces features of EAX 5.0/X-Fi (X-RAM, etc.).

I don't know how PurePath works on the programming side, but I did experience pretty much what Creative describe here:

Creative Labs wrote:

However, until now the '.1' in games was a general bass feed that came from all the sounds playing in the game. There was very little control over which content went to the subwoofer. EAX® PurePath™ changes all this. It gives control of the Low Frequency Enhancement (LFE) channel to game developers, so they can now feed as many or as few of the 128 available voices to the subwoofer. For you this means a far more powerful bass for those sounds that need it, and beautifully precise highs for those sounds that don't.

In Quake 4, there's a level called "Aqueducts" where you're driving a hover tank while rockets are falling all around you. The improved subwoofer use for explosions was immediately noticeable on my 5.1 surround speakers. Positional audio was extremely precise as well. On that note, I just played through this level, and got the game to use 127-31=96 simultaneous hardware voices during some of the later sections, when enemies were shooting at me from all sides.

The attachment Quake4_Test02.jpg is no longer available

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1011 of 1034, by UCyborg

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First game I cared to get through from start to finish with EAX - Call of Duty 1 and UO. I actually played both games through United Offensive expansion's executable.

Used Singleplayer Improved 1.1 mod and CoDUO-YAP. The author of the latter fixed both FOV and HUD for widescreens. Cinematics work too when wide resolution is used, preserving original aspect ratio, menus also use 4:3 ratio. Now if only mouse buttons 4 and 5 were natively bindable.

On the sound front, it does seem to be the clearest through Creative's OpenAL driver. Very distinct from software mode in ALchemy's dsound.dll. Or using Sens_oal.dll renamed to ct_oal.dll, that seems to fail to produce EAX effects. With both of these, it's apparent that weapon switching sound sounds off as well. Muffled and somewhat distant.

I'd say OpenAL Soft ranks second, but not quite there in clarity. It's possible my config could use improvements, but then you need the know-how. And effects are somewhat stronger than on Audigy Rx's OpenAL. I'd say it's more balanced on the latter. No idea what other bugs (if any) could be there with ALchemy and certain other games, but at least for CoD, in terms of sound, I can't say it sounds any different on XP, where DirectSound is fully featured, compared to newer OS with ALchemy.

CoD's sound engine is restricted to max 32 concurrent sounds. Hectic sequences do suffer from this limitation, there are audible cut offs. But, it's not as simple to increase the limit as one might think. It does query MSS library for max sound channels, that seems to return 95 on my system (which is over Audigy's limit) if I recall correctly from recent poking with debugger, this is capped by the engine to 32. And naively increasing the variable with the limit crashes the engine.

I also compared EAX 3 mode in one part of the game with 2 and 1. Sewer level, after last autosave, the corridor leads to outside area with buildings. Being inside the corridor makes the nice suppression effect on the shooting sounds from outside. Though with EAX 2 and 1, no difference from being in the corridor vs. outside. I guess one of the standards presets is used, shooting in there will also reverb.

One last thing, the game apparently doesn't save EAX state, so if you saved while being in such area, it won't be restored on load, only passing the trigger again in the world will activate it.

Arthur Schopenhauer wrote:

A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.

Reply 1012 of 1034, by Joseph_Joestar

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UCyborg wrote on 2026-02-17, 22:21:

I also compared EAX 3 mode in one part of the game with 2 and 1. Sewer level, after last autosave, the corridor leads to outside area with buildings. Being inside the corridor makes the nice suppression effect on the shooting sounds from outside. Though with EAX 2 and 1, no difference from being in the corridor vs. outside. I guess one of the standards presets is used, shooting in there will also reverb.

This is probably due to Environmental Morphing, a feature that was first introduced in EAX 3.0. This page describes it in more detail:

Creative Labs wrote:

One of the major criticisms of previous EAX versions was that there was no easy way to transition smoothly from one audio environment to the next. To solve this, EAX 3.0 provided developers with access to every single one of the reverb engine's parameters. Now, rather than simply switching from one environment to another as the player moved around the game world, the technique of “morphing” from one effect to another became possible. Environment Panning™ allowed developers to place both the early reflections and the late reverb components of an environment anywhere in 3D space.

Game developers were very enthusiastic in their support of the new features that EAX ADVANCED HD offered. Top game titles that supported EAX ADVANCED HD included NeverWinter Nights, Grand Theft Auto: Vice City, Call of Duty, Splinter Cell, and Knights of the Old Republic.

It gets even better with EAX 4.0 and its "Multiple Environments" feature. I remember being amazed with how effects from different areas merged together to create a vibrant soundstage while playing certain levels in Thief 3: Deadly Shadows.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1013 of 1034, by UCyborg

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What's odd, people were talking about environmental transitions in Half-Life, which is only EAX 1.0.

BTW, something I noticed about CoDUO-YAP, it's written in modern C++, not compilable with v141_xp platform toolset, sooo no quick way to get working on Windows XP. Thought I'd mention since at least one person here tends to play these things on XP or older. 😜 Unless kernel extensions can help. Interestingly, that toolset is still installable alongside latest Visual Studio 2026, but shows a warning it's deprecated and will be removed in future releases.

Is anyone able to bug out EAX controls by launching any game that will use Creative's OpenAL driver, either directly or indirectly through ALchemy, then terminating the game abruptly in Task Manager's Details tab? Still wondering if I'm dealing with Creative bug or Windows 11 bug. To be fair, it could be both. I was modifying CoDUO-YAP, but currently not having Visual Studio installed at home, I borrowed it at work to modify plugin code and only naively looking at Quake III code at first, I crashed CoD with modified plugin, because Sys_QueEvent() function there has different signature from Quake III.

Arthur Schopenhauer wrote:

A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.

Reply 1014 of 1034, by Joseph_Joestar

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Here's some more info regarding EAX 3.0 features, taken from the X-Fi Demo Disc.

EAX® ADVANCED HD™ 3.0

For the first time highly advanced algorithms supported the accurate simulation of sound propagating through various environments. This included audio reflections and sound filtering (showing how sound is affected by air). However the main addition was the capability to transition sound smoothly from one environment to the next as a gamer’s character passed through audio boundaries in a game – for instance, from a large cave to a small corridor. Because these new advanced algorithms were processed in real time on dedicated hardware, EAX® became EAX® ADVANCED HD™ (ADVANCED HIGH-DEFINITION). In addition to this it was now possible to play 64 voices simultaneously.

Environment Morphing

Environment Morphing™ delivers seamless transitions between environments. When game developers create the worlds that gamers explore, virtual ‘borders’ separate the different rooms and areas. Without Environment Morphing™, crossing over a ‘border’ can cause an abrupt change in the audio: when moving from a large cavern to a small room the reverb and echoes of the cavern would suddenly stop. Environment Morphing™ smoothly transitions the listener from one environment to another, just as in real life.

Environment Filtering

Environment Filtering™ offers more precise modelling of high and low frequencies in an environment to recreate how sound is affected as it passes through the air! Have you ever noticed how it gets harder to distinguish a sound the further away it is? It's not just the fact that it gets quieter – the air is literally getting in the way! In fact the air is absorbing higher frequencies so sounds not only become quieter but more muffled. The technical name for this is ‘attenuation’ and Environment Filtering™ recreates this very accurately.

Environment Filtering™ also supports the creation of more accurate audio environments. It takes into account the type of objects in your surroundings and what they are made of. Different materials will absorb or reflect certain frequencies – in outdoor environments high frequencies are more likely to be reflected than low frequencies, and low frequencies will be reduced in level due to the lack of surrounding reflective surfaces.

Environment Panning

This feature gives developers the ability to accurately position not only an object’s sound in 3D but also its environment! This provides the most realistic delivery of 3D audio environments possible today. Imagine you are walking along a corridor, and you notice a doorway to your right. The doorway leads into a room containing a noisy, clanking machine. While your footsteps echo all around you in the corridor, you can also distinctly hear a different reverberation emanating from the room. Obviously, you can hear that the machinery is on your right. But crucially you can also hear the acoustic reverberation from the room reaching you through the opening on the right-hand side of the passageway.

In the gaming world, you can often hear sounds from several distinct environments. With EAX® 4.0, these environments can be rendered simultaneously, and each one localized to indicate the positions of the different acoustic spaces. Environmental Panning™ enables the game developer to accurately pan and focus each environmental reverberation effect, simulating reverb reaching you from any type of opening, anywhere around your head!

Environment Reflections

Environment Reflections™ allows the simulation of the reflection of sound waves bouncing off objects in a gaming environment. Environments truly come alive as the reflections in a vast space or even small corridor can be added to deliver that extra element of realism! The Environment Reflections™ feature simulates early reflections (the first reflections of a sound) from walls, floors, ceilings and other surfaces. These reflections give important clues about the surrounding environment. In small, enclosed spaces walls are close to the listener and sound reflections will be bounced back to the listener quickly and loudly. In large spaces sound must travel further to reach a reflecting object, and will therefore be delayed and quieter. Environment Reflections™ allows developers to model such different environments modeled. Together with Environment Panning™ the direction of sound reflections can also be controlled.

When I have more time, I'll try to put this on the Vogons wiki, so that it's more easily accessible.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1015 of 1034, by God Of Gaming

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Has anyone made a list of EAX games that sound better with VXD drivers than WDM, such as NFS 3/4 or Baldur's Gate? If not, can we start making one now? I want to know which old games that otherwise work fine on XP/w7 with X-Fi I would do better to keep on win98 with audigy 2 on vxd

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Reply 1016 of 1034, by Joseph_Joestar

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God Of Gaming wrote on 2026-02-19, 09:30:

Has anyone made a list of EAX games that sound better with VXD drivers than WDM, such as NFS 3/4 or Baldur's Gate? If not, can we start making one now? I want to know which old games that otherwise work fine on XP/w7 with X-Fi I would do better to keep on win98 with audigy 2 on vxd

I added notes for all games where such issues were encountered on the Vogons wiki EAX list.

Just search for "VxD" on that page and you'll see which games are affected.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium

Reply 1017 of 1034, by God Of Gaming

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Seems to be just a small handful of games, I thought there's more

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Reply 1018 of 1034, by The Serpent Rider

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Joseph_Joestar wrote on 2026-02-19, 08:19:

Here's some more info regarding EAX 3.0 features, taken from the X-Fi Demo Disc.

Creative marketing bullshit should be taken with a grain of salt.

I must be some kind of standard: the anonymous gangbanger of the 21st century.

Reply 1019 of 1034, by Joseph_Joestar

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God Of Gaming wrote on 2026-02-19, 10:06:

Seems to be just a small handful of games, I thought there's more

Well, these are the ones that we currently know of. For each affected game, the issues in question can be reliably reproduced via testing, as outlined in the note references.

It's possible that there are additional games which suffer from those issues, but we have no more confirmed reports at this time. If you come across any new ones, post them here, and I'll add them to the wiki.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Core 2 Duo E8600 / Foxconn P35AX-S / X800 / Audigy2 ZS
PC#4: i5-3570K / MSI Z77A-G43 / GTX 980Ti / X-Fi Titanium