39
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
○
Appendix D QEM
D.2b Getting QEM to work on an EAX-ENABLED DirectSound
Game
(See Figure 2)
EAX-enabled
is a term used for games/applications that have been
programmed to take specific advantage of EAX technology. These games use
the EAX API to make calls regularly throughout the program to change the
current environmental effect, as is appropriate to the current in-game scenario.
Heres a typical example of what an EAX-enabled game would do: If the current
scenario in the game is a
cave-like
setting, the game will automatically select the
cave
environment preset from the
Default Environment
list
(this all happens
internally, so you wont see anything changing in the control panel)
. If the players
character then moves into a
larger room
, the game might then call for an
Auditorium
environment preset, giving the overall impression that the player
has indeed entered a large room.
In other words, an EAX-enabled game will automatically select the appropriate
environment from the list
(excluding the special game-specific presets for non-EAX
games)
, and will keep doing this throughout the game.
(If you manually selected a preset from the list, any EAX-enabled game you play subsequently
will make its own calls that will override the setting you have selected.)
Some examples of EAX-enabled titles on the market are,
Unreal (updated with
the most recent patch)
,
Half-life
, and
Jurassic Park: Trespasser
.