I keep hearing people talk about how EAX is a big deal when buying a Sound Card, so i'm going to take 5 minutes to go over why buying a card just for EAX would be a mistake.
First, keep in mind most cards, and even most onboard sound solutions support the EAX 2.0 spec:
EAX 3.0
EAX 4.0
EAX 5.0
The issue I have with EAX is this: based on testing I have done with diffrent effect, EAX 3.0 features can also be done using my onboard Realtek device (64 simultaneous voices, 'Smoothing' between 3D audio environments, Environmental Panning ). Even some EAX 4.0 effects (echo being the easiest to test) seem to be done using my Razer Barracuda, which coincidentally supports the EAX 5.0 standard of 128 simultaneous voices. While EAX might give some advantages using EAX enabled games, for general use, there is no diffrence between using EAX vs. a non EAX sound card...
Didn't that sound just like the PhysX argument? Too bad PhysX has more supported games then EAX...
Also, from wikipedia (http://en.wikipedia.org/wiki/Environmental_audio_extensions)
First, keep in mind most cards, and even most onboard sound solutions support the EAX 2.0 spec:
32 simultaneous voices processable in hardware
Occlusion Effects
Material-specific reverb parameters
EAX 3.0
64 simultaneous voices processable in hardware
'Smoothing' between 3D audio environments
Direct access to all reverb parameters
Environmental Panning
New reverb engine
Beginning of the AdvancedHD Designation from new reverb engine
EAX 4.0
Real-time hardware effects
Multiple simultaneous environments
Flange
Echo
Distortion
Ring modulation effects
EAX 5.0
128 simultaneous voices processable in hardware and up to 4 effects on each
EAX Voice (processing of microphone input signal)
EAX PurePath (EAX Sound effects can originate from one speaker only)
Environment FlexiFX (four available effects slots per channel)
EAX MacroFX (realistic positional effects at close range)
Environment Occlusion (sound from adjacent environments can pass through walls)
The issue I have with EAX is this: based on testing I have done with diffrent effect, EAX 3.0 features can also be done using my onboard Realtek device (64 simultaneous voices, 'Smoothing' between 3D audio environments, Environmental Panning ). Even some EAX 4.0 effects (echo being the easiest to test) seem to be done using my Razer Barracuda, which coincidentally supports the EAX 5.0 standard of 128 simultaneous voices. While EAX might give some advantages using EAX enabled games, for general use, there is no diffrence between using EAX vs. a non EAX sound card...
Didn't that sound just like the PhysX argument? Too bad PhysX has more supported games then EAX...
Also, from wikipedia (http://en.wikipedia.org/wiki/Environmental_audio_extensions)
According to Creative's OpenAL 1.1 specification, EAX should be considered deprecated. New development should use OpenAL's EFX interface, which is more tightly coupled with the overall OpenAL framework.