june gloom on 30/1/2011 at 04:43
Sonic Mayhem, and they're okay if a bit generic-sounding metal. I always preferred Quake 1's soundtrack.
ZylonBane on 30/1/2011 at 05:51
Quote Posted by lost_soul
When I said CD audio, I meant "real recordings" in general and not synths/trackers.
Oh, kind of like how when I say "bananas", I'm actually referring to pizza.
Ulukai on 30/1/2011 at 13:19
I'm of the opinion that if you find yourself thinking about the audio compression whilst playing a game, then you're playing a mediocre game.
SubJeff on 30/1/2011 at 14:50
or a robot know what im saying yeah
Malf on 30/1/2011 at 15:29
Quote Posted by dethtoll
Sonic Mayhem, and they're okay if a bit generic-sounding metal. I always preferred Quake 1's soundtrack.
Yeah, the original Quake's soundtrack is an all-time classic. Interestingly, one of the guys at work was playing the soundtrack to "The Social Network" (also by Trent) on Friday, and a lot of it reminded me of the Quake soundtrack, although some of it seemed to be straight from Ghosts.
lost_soul on 30/1/2011 at 19:58
Quote Posted by Ulukai
I'm of the opinion that if you find yourself thinking about the audio compression whilst playing a game, then you're playing a mediocre game.
... unless you can clearly hear the compression artifacts while playing the game. This was the case for me in Doom 3. The sounds in that game (particularly the vocals) sound very compressed). It isn't like id had a choice though if they wanted the game to run on 512-1024 MB systems.
EvaUnit02 on 30/1/2011 at 21:41
Quote Posted by lost_soul
... unless you can clearly hear the compression artifacts while playing the game. This was the case for me in Doom 3. The sounds in that game (particularly the vocals) sound very compressed). It isn't like id had a choice though if they wanted the game to run on 512-1024 MB systems.
Play it with OpenAL Hardware Sound enabled, on a X-Fi processor driven sound card. Chuck in full EAX 4.0 and the sound difference for Doom 3/Q4/Prey is truly night and day.
Quote:
For example, the recent DOOM3 had an alternative software audio engine planned to outperform all existing engines, implemented hardly by a tenth part, with low quality samples, compressed into OGG and uncompressed into PCM on-the-fly for mixing and playback. Creative was not content with the situation when the world bestseller didn't use hardware DirectSound, to say nothing of the latest EAX, which would have allowed high-quality 3D sound algorithms. Moreover, there was absolutely no difference between integrated audio and the latest Creative cards neither in quality nor in performance.
(
http://ixbtlabs.com/articles2/multimedia/creative-x-fi-part3.html) source
lost_soul on 30/1/2011 at 22:03
That would have been great. One area where id's engines were always lagging behind was the audio system. They used 22 KHz up until Doom 3 and had no reverberation or similar effects in software. Compare this to the Unreal 1 engine, which could play 32 simultaneous channels at 48 KHz! Unreal also had reverb and Dolby surround purely in software. The audio was incredible on even a generic cheap sound card. Obviously this sort of thing didn't suit some folks though. Hopefully the increasing uptake of integrated audio will drive those folks out of business. ;)
gunsmoke on 31/1/2011 at 00:43
Quote Posted by EvaUnit02
Play it with OpenAL Hardware Sound enabled, on a X-Fi processor driven sound card. Chuck in full EAX 4.0 and the sound difference for Doom 3/Q4/Prey is truly night and day.
YES! Great audio in those games. Cannot believe anyone had probs with them. Hell, it was the first game I remember playing with EAX 4.
ZylonBane on 31/1/2011 at 01:28
Quote Posted by EvaUnit02
Play it with OpenAL Hardware Sound enabled, on a X-Fi processor driven sound card. Chuck in full EAX 4.0 and the sound difference for Doom 3/Q4/Prey is truly night and day.
For the life of me, I cannot figure out what "implemented hardly by a tenth part" means.