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Thread: [Request] EAX; Directsound plugin

  1. #11
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    Re: [Request] EAX; Directsound plugin

    This sounds like just the thing to top off the ASO (as mentioned already). I'll see about throwing it in there and looking at an Xmas release (or sooner, if I can find time).

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    Re: [Request] EAX; Directsound plugin

    I did a little more research on this subject. I've been using a creative soundcard (Audigy) for a long time, and it looks like EAX isn't traditionally supported in Windows Vista under Directsound.

    The ASO as of right now relies on Directsound, but is primarily for streaming media for music and whatnot, where EAX effects are not useful. For sound effects, it's more sensible to use OpenAL. Replacing the engine at this point would be borderline crazy, so I think I'll stick to using DSound.

    However, I'm big on big sound, so I'll see if I can throw an advanced Sound Effect Object into the package that relies on OpenAL and will use the full EAX featureset. However, what were you planning for those who didn't have EAX support?

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    Re: [Request] EAX; Directsound plugin

    That would be great!
    I look forward to see the ASO and try it out.

    For these simple filter FX that I'm searching for, EAX might be a bit overkill though, as mentioned earlier. Even if spatialisation could give a 2d game a bit more depth.

    But when it comes to hardware and driver support,
    I think Nifflas has a good solution.
    That is to have a soundeffects-object with built-in sound filters like reverb, chorus, flange, a simple EQ and perhaps a pitch shifter.
    These filters would be software driven by default, and available for everyone to hear. Everyone with a decent CPU, that is.

    But then again, if it wouldn't be to difficult to create,
    perhaps this same soundeffects-object could have an option/action that makes it possible to switch to hardware accelerated versions of the same filters? (If the end user/gamer have support on his/her soundcard)

  4. #14
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    Re: [Request] EAX; Directsound plugin

    That might be a good plan. The ASO object right now has support for software effects (or hardware ones you can put on a sample buffer, I guess) through an Open-source plugin architecture.

    (:

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