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How did your algorithm differ from what was offered by Aureal?
by xattt 3y ago
How did your algorithm differ from what was offered by Aureal?
- fxtentacle 3y agoI'm not sure there is much overlap and I hadn't heard of them before. Aureal A3D appears to be a method for determinig acoustic reflection, filtering and delay parameters based on in-game geometry. That means they necessarily enforce a mathematical model of how the sound is to be modified or else there wouldn't be fixed parameters to determine. They then apply that to in-game sound sources. So kind of like when you tell Unreal Engine to add reverb to a large room before streaming the data to real physical speakers. This is about accurately simulating a 3D speaker array, so the source audio channels already contain potentially multiple objects with all the reflections, filtering and delays baked in. So kind of like converting real speakers to virtual ones.
- caveman9000 3y agoI still miss my Aureal soundcard. I remember being able to pinpoint where people were in Counterstrike by sound. I have a Steel Series set now and they definitely aren't pinpoint.
- HeWhoLurksLate 3y agoHave you checked your audio settings in CS? I can't remember the names, but the newer audio engine handles spatial positioning bits really well on its own, and sometimes getting reprocessed by something else makes it worse.