Game Development Community

Has anyone EVER implemented EAX in torque?

by Ryan Jaeger · in General Discussion · 03/19/2008 (7:24 am) · 3 replies

I didn't get any replies from my thread on the audio forum so I figure I'd give this forum a shot.


I have not seen a single game sold on the Garage Games website (even Garage Games own games) that utilizes EAX... I have just been baffled all these years as to why EAX is even still partially implemented into TGE, when it apparently doesn't seem to work vanilla.

Does EAX work properly in a vanilla 1.5.2, or any other Torque Variant base? If it does I would be relieved to hear the basics of what you had to do to get it to work...

My previous thread:
http://www.garagegames.com/mg/forums/result.thread.php?qt=72902

#1
03/19/2008 (9:15 am)
I believe the entire EAX support is put on OpenAL's shoulders so to speak and depends on how the library is compiled, by who, and the hardware that is detected by OpenAL will support EAX and has it enabled. From what I recall in the past Creative Labs didn't fully implement EAX in OpenAL, except in their own compiled versions of which the source code is not available for. So, there are in fact two versions of OpenAL which is Creative Lab's proprietary version and the actual open source version.

Also EAX only works in select modes or with some files. Somebody noted that EAX versions (except EAX 5.0) only work with mono audio sources. Creative Labs has their own SDKs for working with their audio cards.
#2
03/19/2008 (12:19 pm)
I plan at looking into adding effect support, like EAX, into the new Torque SFX sound system (which will make its way to TGE and TGB at some point).

So its not forgotten... its just hard to design a good system that works for all cases.
#3
03/19/2008 (5:57 pm)
@Nathan,
I was aware that CL had their own proprietary version of openAL. I was just not sure whether or not what was implemented in the current heads had support for the open source versions of EAX. (EAX2.0)

@Tom,
Basic EAX 2.0 Environments for use on interiors, (Just how they were in t2 / the remnants are still there to be easily assigned) and possibly "world*" defaults, would be a start.

*(Could be assigned just like how you would assign an environment to interiors, but only on a script object for global use or a zone. Global would sound OK as long as it transitioned into the interiors just like audio does already. Zones would sound odd unless they gradually transitioned as well.)

Thanks for the replies guys, I can stop pulling out my hair now. ;)