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A3D,EAX,Dolby Surround,THX……这一个个名词在发烧友的耳中都不是什么新词了,理论上,所有经过录音/合成再重放的声音都是假的,因为并没有人真的在你耳边说话。 1、A3D和EAX都是针对程序虚拟生成的3D环境通过函数运算生成的环境声音/声场,彼此的差别只是函数库和调用程序的不同,但设计概念是一样的,就是以函数运算模拟在虚拟3D环境中因对象互动而造成的声学变化。至于效能哪个更好要看函数库是否丰富且功能多,EAX“借用”了D3D的函数库,所以与D3D的虚拟环境比较容易一致,但并不能指A3D或EAX是否真假。至于你觉得EAX“偷工减料”那只是你所运行的程序如3D游戏在声音程序设计上没做到最好或全面支持而已。
A3D, EAX, Dolby Surround, THX ...... This term is not a new word in the ears of fans, in theory, all after recording / synthesis and then replay the sound is false, because no one really Speak in your ear. 1, A3D and EAX are for the virtual environment generated by the program 3D environment generated by the function of the sound / sound field generated by the difference between the library and the calling program is different, but the design concept is the same, that is, Acoustic changes in the 3D environment caused by the interaction of objects. As for the performance which is better depends on whether the library is rich and multi-function, EAX “borrow” the D3D library, and D3D virtual environment is relatively easy, but does not mean that A3D or EAX is true or false. As for the way you think EAX “cut corners” it’s just the program you’re running, such as a 3D game that does not make the best or full support for sound programming.