Is my soundblaster live player broken or not, that's the question.
Why is it that in unreal/UT or any UT engine game (rune, ds9) if I enable hardware sound (or is it '3d sound', I forget the name of the option) the sound gets all fouled up, with weird hot spots of ambient sounds at full volume, which go silent if you move an inch away from that precise spot.
It happened in U and now it happens in UT. Both patched to latest versions, plus updated sblive drivers several times to latest version I can find. Haven't installed creative's eax patch, but surely that shouldn't be necessary to use hardware sound. Even without hardware sound Unreal used to lose certain sounds at times (the missing splash sound was reported as being fixed in one patch, but it wasn't)
This wretched card seems to have trouble with lots of other games also, SoF (enabling EAX = sound cutting out on some levels, no occlusion, broken volume control), Urban Chaos (sound cut outs), Sin (ditto), every EAX game except half life (which worked fine). Though in most of those searching the web reveals others have similar problems, but not everyone.
Is my card faulty, is it that Creative can't write drivers to save their lives or is it that EAX is just too difficult for games programmers to get right?
This has happened with the same card in two different machines, no via chipsets, using win98se.
Also I notice the latest Rune patch removed all reference to hardware sound, do the rune guys know that UT hardware sound doesn't work properly?
In short should I buy a new sound card or is UT known to have these problems?
Why is it that in unreal/UT or any UT engine game (rune, ds9) if I enable hardware sound (or is it '3d sound', I forget the name of the option) the sound gets all fouled up, with weird hot spots of ambient sounds at full volume, which go silent if you move an inch away from that precise spot.
It happened in U and now it happens in UT. Both patched to latest versions, plus updated sblive drivers several times to latest version I can find. Haven't installed creative's eax patch, but surely that shouldn't be necessary to use hardware sound. Even without hardware sound Unreal used to lose certain sounds at times (the missing splash sound was reported as being fixed in one patch, but it wasn't)
This wretched card seems to have trouble with lots of other games also, SoF (enabling EAX = sound cutting out on some levels, no occlusion, broken volume control), Urban Chaos (sound cut outs), Sin (ditto), every EAX game except half life (which worked fine). Though in most of those searching the web reveals others have similar problems, but not everyone.
Is my card faulty, is it that Creative can't write drivers to save their lives or is it that EAX is just too difficult for games programmers to get right?
This has happened with the same card in two different machines, no via chipsets, using win98se.
Also I notice the latest Rune patch removed all reference to hardware sound, do the rune guys know that UT hardware sound doesn't work properly?
In short should I buy a new sound card or is UT known to have these problems?