What is A3D?

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Aureal A3D is a breakthrough audio technology that brings an authentic three-dimensional sound quality to a pair of ordinary speakers. With
Aureal A3D, you hear dynamically created and positioned sounds while playing games or visiting websites that have been encoded with
Aureal A3D - adding a whole new dimension to the gaming experience.
A3D is a two-part technology; one part is the API – the code that enables A3D in a game; the other part is the algorithms – the actual
processing of the 3D audio information.
The A3D API provides an easy way for game developers to write a game featuring hardware accelerated 3D positional audio. A3D is similar to
Microsoft’s DirectSound 3D, but has many improvements.
All true A3D-capable sound cards use Aureal’s advanced algorithms for positioning the sound sources in virtual space. While the game uses
the A3D API to specify where particular sounds will be placed, it is up to the sound card’s drivers and algorithms to actually make it appear as
if sounds are coming from behind you, above you, and all around you.
What is the difference between A3D 1.0 and A3D 2.0?

A3D 1.0 is our original audio technology which provided for hardware accelerated positioning of 3D audio.
A3D 2.0 is an update to this technology, keeping our top-notch 3D positional audio, but improving upon it by adding additional new features:
Occlusions: how sound is affected when it comes from behind a door or wall or other object that blocks sound from coming directly to
us
Reflections: how sound is affected when it bounces off walls, ceilings, floors
Environments: dynamic control to simulate the effects of real-world surroundings, such as air, water, fog, etc.
Wavetracing: Aureal’s process of using the game’s graphics geometry to process audio sources and environments and render the
sounds with proper and accurate occlusions and reflections
A2D: based on a heavily optimized, feature reduced version of A3D, A2D runs stand-alone on any host CPU to emulate A3D through
software allowing A3D 2.0 applications to run on any PC platform, even ones without A3D hardware support
How do I know if a game supports A3D?

All true A3D-capable sound cards have a splash screen that appears when A3D is initialized, very similar to the 3Dfx splash screen that
appears when running an Glide game. This splash screen will appear whenever a game or other program initializes A3D. However, just
because the splash screen does not appear, does not mean the game is not using A3D. Users have the option of disabling the splash screen,
which means that the splash screen will not appear. Some games may also disable the splash screen in their code so as not to interfere with
their game graphics.
The best way to find out if a game supports A3D is to look at the box and see if our logo is on it; many game publishers place our logo on the
box to attract more users. You can also look in the game manual or online documentation to see if A3D is supported. We also keep a list of
current and future A3D games on our web site:
http://www.a3d.com/html/geta3d/games/
What games use A3D 1.0 and what games use A3D 2.0?

As long as you have a true A3D-capable card, you can play any A3D 1.0 or A3D 2.0 title on your system. You should never need to worry
about which level of A3D a game supports.
Currently, the following released games support A3D 2.0:
Half-Life
Motorhead (via patch)
Recoil
Heretic II (via patch)
Sin (via patch)
All other A3D games use A3D 1.0. This list will constantly be changing and the games list on our web site will be updated with new titles as
they become available.
What is Wavetracing?

Developed over many years in conjunction with clients such as NASA, Matsushita, and Disney, this new technology is a key advancement in
audio processing. Aureal Wavetracing parses the 3D geometry description of a space to trace sound waves in real-time as they are reflected
and occluded by passive acoustic objects in the 3D environment.
So what does that mean is plain English? When a game programmer designs the various levels in his game, he creates different rooms or
environments using walls, doors, ceilings, floors, windows, and other objects. All that information is sent to your graphics card in order to draw
it on screen. Aureal wavetracing uses that same data to get the dimensions of the areas and where everything is located in them so that when
we render sound, we will render it accurately with all the proper occlusions, reflections, and doppler shifting.
What are reflections and occlusions?

When we hear sound, we hear it in many different ways. The first manner we hear it in is called direct path; this mean that the sound travels
from the source of the sound to our ears with nothing in between – the sound has made a direct path to our ears.
We also hear sounds through reflections; when sound leaves its source, it doesn’t just travel in a straight line. Sounds spread and will bounce
into walls, depending on the room or area you are in. These sounds are called reflections because the sound reflects off parts of the room:
walls, ceiling, floor, doors, etc. Reflections are a more precise way of rendering what most people refer to as reverb. These reflections will
sound different depending on the various characteristics of the room.
If you were to stand in a small cave and scream at the top of your lungs, it would sound completely differently then if you did that screaming
while standing in your kitchen. The shape of the walls (flat vs. curved), what the walls are made out of (rock vs. drywall), how small the room
area is, etc. will all change and shape the sounds differently.
Another method we hear sounds is after they have been occluded. Sounds do not always come from sources directly near us; they may come
from behind a wall, through a partially open doorway, or through a closed window. All these sounds will be occluded; the sounds will hit the
wall, the door, the window and – depending on the material it is passing through – the sound will come through very differently. The most
likely effect is that the sound will be muffled. In some cases, if a wall is very thick and not porous, the sound will not pass through at all.
Aureal Wavetracing was designed to use the game’s graphics geometry (where each piece of a "room" is) to create the reflections – to bounce
sounds accordingly – and generate occlusions – to muffle or block out sounds accurately. This also means that each wall or door or window or
other object can have different reflective and transmittance properties. A wooden door will reflect sound differently than one made out of
steel. A solid concrete wall will occlude more sound than one made out of drywall. In the A3D 2.0 API, objects can be given distinctive
properties so that they reflect and occlude just like they would in the real world.
What about A3D imitations?

Some sound cards use emulation drivers that translate A3D calls to DS3D calls instead of actually supporting A3D directly. This may or may
not work with some A3D 1.0 games, and will not work with A3D 2.0 games. Here is a list of chipsets that feature this A3D emulation:
ESS Maestro 1 (Gallant Audiostorm SC64)
ESS Solo 1 (DCS S819)
ESS Maestro 2, 2E (Aopen AW300)
EMU 10k1 (SB Live!, SB Live! Value)
Ensoniq 1370, 1371, 1373 (SB PCI 128, SB PCI 64, Ensoniq AudioPCI)
Yamaha YMF724 (Yamaha Waveforce 192, DCS S817)
Trident 4DWave(DX) (Jaton Sonicwave 4D)
Trident 4DWave(NX)

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