Ok, at this point, no one else than team members have the answers, anyway we can think that the system they’ll use is probably the same as the Doom 3 one.
Here’s what you may looking for:
Ok, at this point, no one else than team members have the answers, anyway we can think that the system they’ll use is probably the same as the Doom 3 one.
Here’s what you may looking for:
“On the Windows platform there are 3 different types of OpenAL devices available. The Generic Software device runs on any soundcard, with or without Direct X support. This device is the fallback solution that will be used if no other devices are available. The Generic Hardware device provides an emulation of OpenAL on top of Direct Sound 3D, and provides hardware acceleration on any soundcard that has Direct Sound 3D drivers, and supports a minimum of 16 Hardware 3D Voices. Finally, there are Native OpenAL drivers available for soundcards such as the Sound Blaster Audigy and X-Fi series of cards. The native devices offer the best in terms of performance and features.”
I’m not sure how that makes it more offensive than for example DirectSound3D.
He might be referring to the fact that OpenAL in Quake 4 only works with Creative XF-I series.
And NVIDIA nForce, if i remember correctly this propably means the old nvidia Sountstorm chip ie nForce2 and maybe 3.
http://www.openal.org/platforms.html
In BF2 OpenAL has more support with X-Fi. With only X-fi you can turn on Ultra High quality (128 3D sound sources).
With OpenAL and Vista you still have true HW accelerated sound as there is no more HW acceleration in DirectSound in Vista.
Do they use a whole other sound API for other sound cards, or do you mean that certain effects only works with X-Fi?
Do they use a whole other sound API for other sound cards, or do you mean that certain effects only works with X-Fi?[/quote]
In D3/Q4, openal is completely disabled if the hardware is not perfect. I have a soundblaster live 1024 player, and it tells me I have no openal compatible card, altough all other games work fine with openal and EAX.
I think it is some kind of limited version that was included into the doom3 engine due to the copyright issue idsoftware had with creative’s algorithm for shadow calculation (can’t remember exactly so don’t quote me on this)
I just hope SD has written a completely new sound engine or uses the q3 sound engine. even the old q3 sound engine was imho way better (for multiplayer) than what is used in the doom3 engine.
but from the sound of the trailers, I’d say it’s probably an extended version of the doom3 sound engine.