Quote:
Originally Posted by
bcpk 
The Valve dev at the Steam for Linux talk mentioned in passing that they were using OpenAL. What implications does that have for gaming audio in Source games on Linux?
I sure hope that carries over to Windows...though as for Linux, we'll probably have to rely on OpenAL Soft or AeonWave's HRTF implementations, especially since Creative's Linux driver support is almost nonexistent. (No hardware OpenAL for X-Fi cards on Linux, for instance.)
That said, I'm not too surprised they'd use it for Linux given that Loki Software (an old developer specializing in Linux game ports) specifically developed it to enable 3D positional audio in Linux, if I'm not mistaken with the API's history. It was only later that it got taken up by Creative.
Quote:
Originally Posted by
Evshrug 
Honestly... as I said before, I haven't made a definitive opinion yet, but I have yet to experience CMSS-3D to surpass THX TSP for positioning accuracy or really much directionality at all except during panning. Probably just one of those YMMV things. Does the first CoD have DS3D or OpenAL? I have that game for mac... Win8 Pro should be arriving soon from newegg, but I'm going to send it back because Microsoft is selling it for about half the price, direct, for people that used the consumer preview. I don't think the Win8 Pro deal is an OEM version, either.
CoD1 uses DirectSound3D, so make sure ALchemy's configured properly...wait, you said Mac, in which case that can't possibly apply because DirectSound3D, like the rest of DirectX, is exclusive to Windows. That means they either did all the sound mixing in software or refitted it with OpenAL.
As you know, I'm not all that different from Mad Lust Envy when it comes down to speaking frank, unsweetened opinions about audio tech, though I can agree to disagree. I just want to figure out how people can hear the same things so differently; a lot of it probably has to do with individual HRTFs, the condition of our ears (still need to go see an audiologist), etc.