Again devs feel free to tell me to STFU if this topic is getting annoying or the decision is final.
I found an interesting interview on STO's development while of course STO and Excalibur are VERY VERY different games I did find his points quite interesting
I quote
http://www.hardwareheaven.com/interviews.php?interviewid=20Does the game engine allow use of hardware acceleration for sound such as EAX for Creative users?
Greg Thompson - Audio Engineer:
We are using FMOD middleware for our audio engine. FMOD has support for "hardware acceleration", however, for compatibility reasons, we do all audio rendering in software (on the CPU).
FMOD does pretty much everything that EAX does, and does not require proprietary hardware to achieve the same effect. Therefore the advantage to using FMOD is that it runs on every system, not just on systems with Creative cards that support EAX, which constitute a very small percentage of users (the vast majority are simply using on-board audio – RealTek or some other non-Creative hardware).
EAX is primarily about DSP FX (e.g., reverb, echo, flange, distortion) happening on the hardware. FMOD supports what we need for that, and the performance cost on modern systems is fairly minimal on the CPU. We also have to support XBOX, PS3 and potentially other game platforms, so FMOD’s cross-platform capabilities are a big plus.
So regardless of your audio hardware (or gaming platform) you will get an EAX-like audio experience.
However I have to disagree somewhat. I notice in STO that distant battles have no sound not extremely low as they ought to be. This could be a very real limitation of software based sound rendering. Or is it?
The "player" ship is mainly the Excalibur and it seems to be able to launch a great many shuttles and fighters. Enemy ships have bays. I don't know if the goal is to have quite a few ships on screen at once but if some dont get sound or dont get all their sound.. Those with powerful systems could notice. Not a very big issue I just hope that aspect gets tested well if the sound engine is going to be bolted into Evolved.
Want to know what kind's of serious sound power people have these days? Try
http://www.guru3d.com/article/sound-blaster-xfi-titanium-hd-review/ Normally I hate Creative with a passion. (Horrific non X-fi drivers) however with standardized X-Fi drivers and THX effects that many reviews are saying as mind blowing (Such as highly effective headphone surround sound) Even I am curious... Some cards even come with headphone amplifiers! (Designed to run 3-4 hundred USD headsets with over 100 impedance)
Currently I am running a Turtle Beach Montego DDL. I have to admit it was built around its Dolby Digital Live technology which was rather rare back then and not around analog audio. When I was running my home theater setup it did well. However lack of any surround effects for the headphones or stereo has me looking for its replacement.
Sorry if you explained this before Nano but are you using this irrKlang engine in NanoFX 1.6? I found it weird when I saw ffdshow rendering the Mp3 when I normally have it set to just handle decoding the Dolby digital stream from over the air Digital TV.
Perhaps to have some use to this topic. What sound card(s) and systems are you using folks? If you don't know and just have it hooked up to the back of the PC instead of a card you likely have onboard meaning likely no EAX ability. I only have old EAX 2 and I don't think I can even use it because I use Windows 7 and its different audio stack as opposed to XP.