The reason why hardware accelerated 3D audio was killed off was all down to Creative. Microsoft were ready to standardise a 3D audio pipeline, but Creative essentially killed that off when they destroyed Aureal through lawsuits. After Creative destroyed Aureal, they bought them up and did nothing with the tech, which was far superior to creatives EAX at the time, since Aureal performed True 3D first order reflections and convolution reverb based upon a games assets and environments.
X-Fi cards don't perform 3D environmental audio acceleration, all of their 3D audio is just clever surround mixing and predefined reverb effects. It has nothing to do with the games actual environment.
The full environment modelling version of A3D was never released - they did some demos and sent some stuff to game developers - IIRC the last public release only used a simplified version of the game geometry without any proper modelling of surface materials - I can't remember details now but I think they just grouped geometry surface together per area as different pre-baked types for reflections, etc. (not talking like EAX that just used a pre-baked filter per area for all sounds without modelling the environment).
Last edited: