Bij Tweak3D hebben ze een artikeltje geschreven over 3D audio, hoe het werkt en wat de verschillen zijn tussen de verschillende systemen om je 3D audio te bezorgen:
Out of all the surround sound formats just discussed, rarely any are used as an interactive medium in games. This is because the decoding algorithms for AC-3 and DTS are so complex that it would take too long to decode and output to listening to keep up with what is happening onscreen. Consequently, this is the reason why Dolby Digital and DTS are mainly used for pre-rendered cinematic soundtracks.
Enter the world of Positional 3D Sound. As games became more sophisticated and gamers became more sophisticated of what games they were playing, developers had to come up with ways to deliver the effect of surround sound that would envelope the player and(!) be interactive at the same time.
Called an API or Application Programming Interface, this software layer allows games and or applications to have direct access to the PC's hardware. Since the most complex functions are done in hardware, complex algorithms can be used to manipulate the digital signals.
The few Positional 3D Sound APIs that exist include: DirectSound3D, A3D, Sensaura, and Q3D. If you know about these technologies, you may be wondering why EAX and I3DL2 are not included as "Positional 3D Sound APIs". We'll touch on the reason a little later.