Joseph_Joestar wrote on Today, 13:43:
MattRocks wrote on Today, 13:30:
Doom3 has its own software sound engine for effects. The sound engine does not rely on any hardware for audio effects.
This is true for the retail release, but I'm not sure if it still applies after EAX support was added in patch 1.3.
Per Creative's patch notes Doom 3 uses fully hardware based 3D (sound) mixing. Now, I'm no programmer, and I can't look at the source code to confirm this, but that's what Creative officially stated back in the day.
Creative Labs were really very good at marketing, and a lot of strong business lessons can be learned from how they positioned themselves and made their products aspirational.
Patch 1.3 does not change the audio engine - what is adds is EAX reverb after mixing the audio.
Id could have trivially applied more reverb if that is the effect they were aiming for, so it's not an Id design - it's a Creative Labs marketing intervention.
After Patch 1.3 is applied, it can be said Doom3 supports EAX but it's not actual EAX processing. It's more like a post-process add-on effect chosen by users of EAX cards, not by the game studio.
Before patching, EAX reverb is set (in control panel) and applies globally. After patching, EAX reverb is set by Doom3 and applied to various Doom3 scenes.
But, another lesson learned: If you divide the Windows community into "have" and "have-not" then you'd piss off Windows developers and they will disable your hardware 😉