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Old May 17th, 2007, 08:38 AM   #1
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hypothetical question. Could a software driver for EAX use a physics card to model the affects of sound in a 3d environment? I think It's an interesting idea, but I have no idea on whether that would be possible. But if it were, I think there would be money in it, a software solution for gamers to offload sound from the CPU and a selling point to get physics cards sold. Again I'm not sure on the math or possible implementation.

Another game sound idea. sound in a 3d environment in a game mirrors the graphics. Shouldn't the wire frame for the graphics be used to construct it? Wouldn't it be an advantage to use the gpu with the sound environment in the future?

Just some pondering of possibilities. Any thoughts?
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Old May 17th, 2007, 05:00 PM   #2
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Wait are you pondering the possibilities or hypothetically pondering the possibilities?
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Old May 17th, 2007, 11:14 PM   #3
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Originally Posted by Unixlord View Post
Wait are you pondering the possibilities or hypothetically pondering the possibilities?
Good point!

Quote:
Could a software driver for EAX use a physics card to model the affects of sound in a 3d environment?
You mean the creative sound drivers containing the EAX api to be emulated by a physics card to model 3d sounds? No i think its just a dream unless Creative buy Ageia and start making sound + physics card for selling. And Creative is even charging their users to download they drivers! (*Vista ALchemy drivers*).

I think that anything you said is impossible for now, companies are too greedy, they will only do that if they buy each other or exchange tecnologies like nV did with Intel some time ago (very unlike). It would be faster that you start developing this kind of thing than waiting for those companies to do that, you can always try something new.
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Old June 3rd, 2007, 07:05 AM   #4
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This is a future Idea.

It would be more of a solution for competitors then a CL solution. But creative moves at such a slow pace there is room to jump ahead of them. I just figure that movement and collisions create sound. So why not handle sound physics in the same place. It seems that game developers create a 3D environment and can add attributes for physics. Why not add sound information at the same time. A sound table for materials could be applied. So what ever randomly happens could have the correct sound. IE the mass shape and velocity of a bullet could determine it's sound. The collision of a bullet would create a sound based off of the properties of what it hits. This could save money for developers and would sound great. It would be something added into a physics driver and a developer tool kit. one recorded sound of say a bullet or explosion would sound different almost every time. It would be able to adjust sounds based on the physics. I would guess that knowing how mass angle and velocity affect collision could allow one recorded sound event to be shifted dynamically. That even being in a different spot would change the sound.

I suggest looking at sound like you look 3d graphics. That alot of ingame sound would be filtered from the conscious mind. The subconscious is very heavily involved in gaming and would be reported as a better game even if the person couldn't tell you why.

I think you are correct xiaomhome. I think this would take a collabrative efforts. If it saved enough money for developers then the cost of a licence would be offset and the sound quality, richness, and sound diversity would be a big selling point for a game. This would also open up the ability to increase the number of voices or sounds played at one time with new hardware and a new driver, as sounds would be the result of events and the only change needed would be the max number of events that the hardware could handle. Updates in quality such as dynamic shifting and accuracy would also update with hardware as they could be added in the driver. Hell if physics can be done with a GPU then maybe your old gpu could do 3d sound and physics. The only thing that would be important to add in the game would be to rate the importance of sound events on an individual basis so older hardware would give a good result, by not excluding or downgrading important sounds or voices.

This is all my hypothetical thinking, but I just searched it and I think I guessed well and a bit late. lol Not so original of an idea after all. Well I'm posting it anyways but here are some links I found.

GPUAudio

GPGPU

ATI eyes audio acceleration on the GPU
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