From: scottj@klinger.Eng.Sun.COM (Scott A. Jordahl)
Newsgroups: comp.sys.ibm.pc.soundcard
Subject: Re: Gravis UltraSound 3D!
Date: 8 Jan 1993 20:21:50 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: scottj@klinger.Eng.Sun.COM
NNTP-Posting-Host: klinger

In article 1v7@watserv2.uwaterloo.ca, ptran@sciborg.uwaterloo.ca (Phat H Tran) writes:
>In article <1993Jan8.070701.6733@netcom.com> primus@netcom.com (Robert keng) writes:
>>		Sounds interesting, but I'll believe it when I see it. Also,
>>this really sounds like a totally new card: if this can be done by software,
>>the GUS fans would of been bragging about it all over town by now (but then,
>>of course, I could be wrong, that GUS owners already know this and they are
>>keeping it to themselves :-) ). I mean, why else would they charge an 
>>additional ~$100 bucks just for extra 256K?!? Gotta be kiddin' me...
>>
>
>I believe that the difference will definitely be in the hardware.  All
>that processing to filter and phase shift the voices will require something
>more than just a TSR.  I just hope that current GUS owners can upgrade via
>an expansion board.  If not, I think I'll end up buying a second Gravis
>soundcard. :)
>

Sorry, but I disagree completely. The real work is going to be in the
programming of the sound by the game or application programmer. I think
the major deliverable from Gravis will be a comprehensive SDK that will
support this type of "sound panning" that a game or application will
use to generate this effect.

If you think about it, the only way you can create a sound relative to
the position of objects in a game is by having the game indicate where
those objects exist. This means a new sound interface must exist for
the game programmer to use.  This will allow programs to inform the
sound source what to play and "where" in virtual space to play it. Game
programmers will have to write all new interfaces to use this
technology. If older and existing games are to take advantage of this,
they will have to be revamped. All in all, the game's sound driver will
hold most of the effect processing, not the GUS H/W. The GUS may not
even require a special TSR. It probably will, however, tax the game's
event processing capabilities. We'll have to wait and see what really
is being proposed.

As far as the technology, most of the effects being proposed can be
done by multiple voices of the same patch and by detuning and setting
balance differently between the voices. All of it done easily by the
current GUS hardware.


>>		Like I said, I'll believe it when I see (in this case, hear)
>>it. Next thing you know, someone will tell me that yes, you too can own your
>>own VR environment: yes, The Holodeck, in your bedroom! Of course, this could 
>>be a trick gimmick dreamed up by Gravis, like Sega's so called 
>>"Blast Processing"....
>>
>>		Hey, I mean, if Gravis does come through, then kudos for them.
>>And in case if any of you are wondering, NO, I'm not anti-Gravis. Nuff said..
>>
>
>Gravis has already delivered once with the GUS.  If you've heard this card
>at, say, half-potential (currently, there's nothing pushing the envelope),
>you will know what I mean.  Also, the technology in GUS3D has been
>already implemented by another Canadian company.  I think the method is
>called QSound.  I don't see why Gravis can't pull it off.  
>
>Phat.

This is a new technology that has been discussed just the past year or
so.  There is a method in which you can take an audio source and
digital process it to give you this "virtual sound" effect. But since
the "computer" is the thing creating the sound source to begin with, it
can build in this "virtual sound" effect from the beginning. This will
eliminate the tons of processing time that would normally be required
when using "live" audio.

It looks like a real neat concept. I just hope Gravis can convience all
the game manufacturers to program to it!  That's going to be the real
challenge!!!

-- Scott

---
|=|=|=|=|=|    Scott A. Jordahl (Consultant)   |=|=|=|=|=|
|==|=|=|==|    Sun Microsystems - Mt. View, CA |==|=|=|==|
|=|=|=|=|=|    VOICE: [415] 366-5659           |=|=|=|=|=|
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If you give a man a fish, he'll fish for a day.
If you teach a man to fish, he'll fish for a life time....
... And he'll live for a life time.            -- Dan Quayle 10/13/92


Newsgroups: comp.sys.ibm.pc.soundcard,comp.sys.apple2