onihaffu
Fayetteville, AR
33, joined Dec. 2012
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1. Yes, EAX is dead and OpenAL is a fizzle at best. |
2. No, Creative and Asus are still at it, Blue Ripple is gaining ground |
3. Null, Integrated sound meets all gaming needs |
Has anyone else noticed that PC Gaming journalism doesn't seem to give a rip about sound in the last few years?
No one aches and gushes over sound chipsets like they used to, their are no engineer interviews ferrying column inches and Maximum PC's Dream Machine and Best-of-the-Best segments no longer even mention sound cards despite newer cards still coming out from Creative, Asus, and Auzentech.
Did I miss something? Wasn't OpenAL supposed to achieve the dream of ray-tracing with sound? Along comes Blue Ripple out of nowhere making Dirt 2 sound phenomenal, Creative is building audiophile-grade Recon3D boards on the Zx and ZxR lines, and there's nary a blip from the likes of PC Gamer, Maximum PC, Tom's Hardware, [H]ardOCP, or Ars Technica.
I'm due for a complete rebuild, and struggling with 'where does the sound card go', and it seems only MSI remembered to reserve a top 1x PCI-E slot for the task of dedicated audio. The options don't seem to have improved in several years.
Am I wasting valuable fantasy-building time on audio?
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onihaffu
Fayetteville, AR
33, joined Dec. 2012
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Bumpin the dead thread...
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hopeguz3
Fort Smith, AR
24, joined Feb. 2011
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We need better audio especially for computers, you should invent it and let me have dibs
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onihaffu
Fayetteville, AR
33, joined Dec. 2012
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Sure! Just as soon as I graduate in Automotive Tech, swing back to Computer Science in a decade or two, dust off the Zork-level programming skills ... and then four-or-five years later dig into CUDA programming, and try to rekindle 'ray-tracing' with sound, rendering pitch/reverb/reflection distortions through the video card and route the final sound back to the audio channel.
You'll have first dibs.
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onihaffu
Fayetteville, AR
33, joined Dec. 2012
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I'm just wondering 'what happened'? When did we step back almost a decade in audio effects going from one base sound, distorted as needed for the environment, *back* to distance-staggered microphones and fifteen different footstep sounds?
What was the wisdom behind that?
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