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    Published - 7/24/99

    Vortex2 vs. Soundblaster Live!

    Introduction:

    In a world of 3D cards and blistering graphics, sound seems to take a back seat to it all. For years now, sound and music have been merely "nice" additions to a game. Most often, sound is low quality, CD music was either techno or sparse, and unimaginative at best. But now because of games like Half-Life, Theif-The Dark Project, Sim City 3000, and many others, sound is making a huge splash. Not only has the quality of the sound we hear gone up, but now some games are being made with sound in mind and having sound be an integral part of gameplay. Also, the sound we can hear now may come from not 2, but 4 speakers and a subwoofer. What this effectively does is simulate "real life" sound and projects it all around us. Some people may doubt the usefulness of this, but I can attest to the fact that 3D surround sound adds an amazing new level to gaming. Sounds come from where they naturally should come from, and for once, I actually use sound to deduce where enemies are. Namely Half-life and Thief have made vast advances in the use and control of sound in games.

    In Half-life, the use of sound was incorporated directly into gameplay because the AI not only could recognize and detect the player by sight, but also by sound. Not only that, but some enemies (like the Houndeye and Tentacle) could only detect their environment through sound. Thus making the "Blast into a room, biggest guns blazing" technique not as important anymore. Sometimes, the best way to get through an area was to be "sneaky" and fight as few enemies as possible. (gasp!) Now for some of you, that is blasphemy, "What, no endless violence, where is the senseless killing, I WANT GIBS!". Long gone are the days when you can aimlessly wander the halls of a game blasting randomly at walls, and chucking grenades for the hell of it. Each move you make can be heard, seen, and felt by the AI. Carefully skirting around a group of Houneye's and inching your way across a huge platform while a 40 foot tentacle listens for you in hopes of utterly crushing you is definitely a heart stopping experience. Now, for some of you, the use of sound still may not seem very important, so, I am going to describe a scene for you in hopes of better showing you how things work.

    Half-life scene: You are sprinting down a hallway as you make your way through the level and as you turn the corner, and what do you see? A pack of Houndeye are mulling about over a dead scientist. You instantly freeze as one of the Houndeye cock its ears in your direction. You have 2 choices, pull out your machine gun and start blasting, or try something a little more craftier. Now normally the Houndeye are not very hard, but in this room there are over 10 of them, all willing to blast me to gibs. So you rule out choice number one and move onto to try something a little more "unorthodox". You slowly pull out a grenade (which has no chance of killing all the Houndeye. SO, you aim at the opposite end of the hall and chuck away. Instantly the Houndeye bound off in that direction hoping to find another victim, but of course they won't, you are already off in the other direction without ever firing a shot
    Still not convinced? Well another game you may have heard of, called Thief - The Dark Project, has taken 3D sound to even greater heights. In Thief, not only can all the AI units detect the player through sound, but Thief's gameplay is centered around not making sound. The basis of Thief's gameplay is centered around stealth, and the use of it to achieve your goals. While Half-life does not force you to be stealthy, Thief makes stealth a requirement for success. In Thief you stand no chance against more than a few opponents in the open, while in stealth, you can kill entire garrisons. Some people did not like this style of gameplay, but I for one thought that it just moved us closer to games trying to reproduce realistic scenes.

    This excellent use of sound jump-started an aural revolution which led to the hardware acceleration of sound, and in turn allowed for the best spatial representation of sound a computer has ever had. What does the Future of 3D sound hold? Right now, not many people can tell, but we know that no longer can you play with your sound off, no longer will sound and music take a back seat to graphics, sound is back baby! <End Austin Powers Voice> :)

     

     

    Author:
    The Corporal

    Type:
    Hardware Comparison

    Developers:
    Aureal and Creative Labs

    Requirements:

    Live!
    - PentiumŪ 133MHz
    - 16MB system RAM
    - Windows 95/98 or Windows NT 4.0
    - Open half-length PCI 2.1 compliant slot
    - Headphones or amplified speakers
    - CD-ROM drive for software installation

    Vortex2
    - Windows 95/98, NT4.0
    - Pentium 90 mhz
    - 8 MB RAM
    - 16 MB HD Space
    - available PCI slot


    Page1: Introduction

    Page2: The Chipsets

    Page3: Vortex2

    Page4: Soundblaster Live!

    Page5: Professional Sound use

    Page6: Conclusion

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