erek
[H]F Junkie
- Joined
- Dec 19, 2005
- Messages
- 10,674
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
PossiblySo this thing had raytracing for sound?
Cool, like it just did a basic directional wave or something to detect objects and block and modify the sound to suit the environmental obstacles. Seems like it's just how they do it when engineering the game engine, raytracing with visuals being just a more resource intensive version and needing specialized hardware to do so thusly it just being advertised as new when it's not really a "new" technology at all. Those advertising liars. lolPossibly
The good ole days... I had the Diamond Multimedia MX300..... It was amazing... hell... I bet it would be amazing in a modern rig, if you had a PCI slot
Aureal called it Wavetracing and when you could find a game that supported it well enough (there weren't many), it seemed to work. The number of "rays" it could "trace" is laughable by today's standards. Like low double digits at best. Anyway, back then we didn't have multicore cpus much less programmable GPUs to offload any of this. So this thing used DSPs to offload a bit of number crunch so the CPU could do other things.So this thing had raytracing for sound?
Sound processing in hardware with a DSP, was really calculating the sound refractions and echoes. And I think it also had an onboard amplifier. Question: what happens if you install it in a system with Windows 10? Are there at least some basic drivers to make it work? I see some Aureal 1 boards for sale.So this thing had raytracing for sound?
was it any goodSound processing in hardware with a DSP, was really calculating the sound refractions and echoes. And I think it also had an onboard amplifier. Question: what happens if you install it in a system with Windows 10? Are there at least some basic drivers to make it work? I see some Aureal 1 boards for sale.
Sound processing in hardware with a DSP, was really calculating the sound refractions and echoes. And I think it also had an onboard amplifier. Question: what happens if you install it in a system with Windows 10? Are there at least some basic drivers to make it work? I see some Aureal 1 boards for sale.
was it any good
I thought so but that was a long time ago....was it any good
It was AWESOME : people were saying there was a real difference when playing the first Unreal with Aureal in the PC compared to Creative's EAX. EAX was just a set of filters applied to sound while Aureal was able to calculate and replay the sound with all the echoes and whatnot.was it any good
But does the sound processing to process the echoes on a micro scale work like raytracing but with tracking the bounces of a wave is what I was saying.Sound processing in hardware with a DSP, was really calculating the sound refractions and echoes. And I think it also had an onboard amplifier. Question: what happens if you install it in a system with Windows 10? Are there at least some basic drivers to make it work? I see some Aureal 1 boards for sale.
Worked in an electronics store when a rep was demoing Diamond Monster Sound (Aureal). It was amazing! A3D on Jedi Knight was pretty coolIt was AWESOME : people were saying there was a real difference when playing the first Unreal with Aureal in the PC compared to Creative's EAX. EAX was just a set of filters applied to sound while Aureal was able to calculate and replay the sound with all the echoes and whatnot.
Worked in an electronics store when a rep was demoing Diamond Monster Sound (Aureal). It was amazing! A3D on Jedi Knight was pretty cool
25 years ago 3D sound and video seemed like the future. What happened?
I believe Microsoft actually wrote basic drivers for Aureal cards that worked with Vista or Windows 7. They were unaccelerated, but from what I remember they worked OK.It wont work as microsoft nuked hardware sound processing when they rewrote the audio stack in vista. Not to mention this is windows XP era hardware so good luck even finding drivers to work. I had to stop using my Audigy 2 when I upgraded from XP to 7, and thats way newer of a card.
Honestly, what really made me miffed about the abandoning of DirectSound3D was that XAudio2 was not a truly object-oriented, 3D API. You got 7.1 speakers' worth of sound positioning, and that was it.I believe Microsoft actually wrote basic drivers for Aureal cards that worked with Vista or Windows 7. They were unaccelerated, but from what I remember they worked OK.
Valnar knocked it out of the park, but there were a number of things that contributed to the irrelevance of sound card DSPs:
- SIMD instructions like MMX, 3DNow!, SSE, and the rest greatly improved CPU-driven audio processing performance. There used to be heated debates on Usenet and elsewhere over whether we'd ever be able to handle realtime MP3 playback in games; the Pentium MMX put those concerns to rest, and things only improved from there.
- Multi-core processing made it possible to further isolate audio fetching from media, decompression, mixing, and playback to timeslices of a single CPU, leaving the other core(s) free to handle physics, rendering, AI, and other work.
- Accelerated DirectSound was spiffy in 1999, but it came at a price that wasn't immediately apparent: it was constrained by the lowest quality being played by the DSP. So if you were playing Quake with an mp3 in the background the game's 8-bit 11KHz WAV sound effects would cause the mp3 to also be thumped down to 8-bit 11KHz quality. Vista did the right thing in the long term by promoting all audio to 32-bit floats and mixing them in software, even if the performance hit hurt in 2007.
I loved my Diamond Monster Aureal card, but I think their marketing oversold what the card could really do... and it didn't help that at least a few high profile titles eventually dropped Aureal support after the company died. C'est la vie.
Doubt it. Aureal was defunct long before the change to the Windows driver model with Vista.Are the Aureal cards supported in any way under windows 10, if you have a Mobo with PCI slot? Is there any audio output on them ?
and wouldn't matter if it was - it would just be basic sound out, as all the special directsound3d stuff is long gone.Doubt it. Aureal was defunct long before the change to the Windows driver model with Vista.
Same, I totally forgot about them but I owned one or two back in the day. I didn't know Creative sued them out of existence. It makes me want to throw my current Sound Blaster AE-5 in the trash..... well maybe not that far. lolNecroing, but... I just had to chime in with my old love for the A3D cards. They really did blow EAX out of the water when games supported A3D. I've tried to find that level of positional audio ever since and have always ended up disappointed. Now I just run a USB DAC and don't even really bother with surround audio. On some level, it feels like a step back.
I miss sound cards. I pulled mine out a couple of years back and use a usb dac with my Sennheisers. If I am not needing high quality audio the speakers in my oled are above average for a tv.Necroing, but... I just had to chime in with my old love for the A3D cards. They really did blow EAX out of the water when games supported A3D. I've tried to find that level of positional audio ever since and have always ended up disappointed. Now I just run a USB DAC and don't even really bother with surround audio. On some level, it feels like a step back.
I'm fond of my AE-7 and have used Soundblaster since SB16 ISA in my DOS days. A dedicated sound card (or external DAC) blows motherboard sound out of the water every time.Same, I totally forgot about them but I owned one or two back in the day. I didn't know Creative sued them out of existence. It makes me want to throw my current Sound Blaster AE-5 in the trash..... well maybe not that far. lol
Loved my Turtle Beach Montego 2 Quadzilla back in the day. You can see some YouTube videos up where people have recorded game-play with proper A3D audio.
Example...
Two things that should be corrected upon reading through this...
1) Microsoft wrote Aureal drivers for Windows XP, not 7. They only really let you do the basics though, and where not completely functional (epecially on my Quadzilla). So the last OS that it all really worked properly on was Win98SE. I remember replacing my Quadzilla with a Hercules GametheaterXP shortly into the WinXP era. Was kinda sad to loose the amazing audio, but worth it for everything else WinXP brought to the table.
2) Microsoft's change of the audio stack with Windows Vista did not kill hardware acceleration or 3D audio. It's more complicated than that, but to put simply...
- MS killed Direct3DAudio starting with the release of Vista
- OpenAL still allowed for Hardware Accelerated audio. MS considered it the successor.
- CreativeLabs screwed up OpenAL start with version 1.1, by taking control of it and making it proprietary.
That last point, is when it truly died. Why many older gamers hate on Creative Labs, just a little bit xD