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28. Re: No subject May 20, 2003, 22:54 Tom
 
Sensaura and/or A3D supported dynamic, geometry-dependent acoustic environments, but that stuff never really caught on. CPU usage, complexity, developer laziness, the fact that the difference was usually subtle in practice, the domination of Creative and EAX ... ah well.

Developers can, have, and will innovate using their own sound systems. One of Half-Life's lesser-known innovations was its cool sound system which did its own mixing and reverb in software, I believe. And from what I've read in interviews, Deus Ex 2 is going to have a great physics-based sound system.

But developers usually have their hands full with the other parts of a game to put much programming effort into the sound system, it seems...

 
 
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