Hello, this is an old problem on the internet, I am having sound issues with wine, but that can't be fixed somehow. The applications I am trying are GTA3 and GTA Vice City, they show "No audio hardware".
If I run winecfg, in the Audio section, I can press the "Test Sound" button, which is working just fine, I tried both winepulse.drv and winealsa.drv, both are working just fine in the test, but the game says "No audio hardware" no matter what.
Did you copy-paste the songs from your My Music folder into the MP3 folder of Vice City? If you did, then maybe you need to try a different audio hardware settting in the game's menu. What does the MP3 report says in your Vice City/MP3 folder?
1. Open Documents\GTA Vice City User Files\gta_vc.set in a hex editor
2. Find out which part is modified when you change audio hardware (it should be after "...morestuff...")
3. Find same part in GTA3.set (with A3D selected) and replace the data in gta_vc.set with values from GTA3.set
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The article is 15 years old, but the basic problem has not changed at all: every D/A (and A/D) converter that you'll need for turning a digital signal to an analog signal (or vice versa) uses a clock called word clock that makes the converter "tick" at a steady rate. The steadiness of this clock pulse (i.e. low audio clock jitter) is very important for sound quality in digital audio systems.
If the word clocks are not synchronized, there will be artifacts. What kind of artifacts, how much and are they a problem - you'll have to try and see. Thanks to @ojs, I found that USB audio devices are supposed to somehow synchronize their word clocks to the 1 ms (1000 Hz) bus clock rate. Maybe this works nicely and without artifacts, with the devices that you have.
After the Sound on Sound article was written, a new type of audio device has emerged, the USB microphone, which means that each microphone has a built-in audio interface, A/D conversion and a _word clock. Not getting total word clock sync chaos relies on USB bus clock sync.
I'm not sure how Apple's aggregate audio device and various other similar systems work, but there has to be some kind of a compromise with audio quality/artifacts and latency. There's a "drift correction" feature in the Apple thingy, which tries to keep the average speed in control. Probably just fine for casual music consumption and many other uses. But for some uses such a system might not be OK. Using an aggregate device for mixing, if there are no word clock input/output facilities, might be on the NOT OK side. You'll have to test if it's good enough for your purposes.
Anyway, an application program such as Cubase or Ableton, wants to see just one output audio interface, and that's why a virtual "aggregate device" is needed. On the Mac, the operating system's aggregate device is reported to work well for multiple USB devices (see here for an example), but on Windows, something like ASIO4ALL is needed to create such an aggregate device -audio-devices-and-drivers-for-pc-and-mac/#ASIO4ALL-for-Windows
In some cases you can use two USB audio devices at the same time through an OS software only. MacOS does allow interface aggregation. The ASIO4All Windows driver supports aggregation on Windows. I'm not sure about the Linux drivers, but there is probably some low latency audio drivers available that would do it.
Usually multiple devices are synced on the hardware side before sending into and out of the DAW, and if you are trying to use multiple units for simultaneous output they would have to be synced in some way. Using the software to aggregate may give you consistency problems such as drop outs, noise, or clock errors.
EAX is a library of extensions to Microsoft's DirectSound3D, itself an extension to DirectSound introduced with DirectX 3 in 1996 with the intention to standardize 3D audio for Microsoft Windows, adding environmental audio presets to DS3D's audio positioning. Ergo, the aim of EAX has nothing to do with 3D audio positioning, this is usually done by a sound library like DirectSound3D or OpenAL. Rather, EAX can be seen as a library of sound effects written and compiled to be executed on a DSP instead of the CPU, often called "hardware-accelerated".
The aim of EAX was to create more ambiance within video games by more accurately simulating a real-world audio environment. Up to EAX 2.0, the technology was based around the effects engine aboard the E-mu 10K1 on Creative Technology's and the Maestro2 on ESS1968 chipset driven sound cards. The hardware accelerated effects engine is an E-mu FX8010 DSP integrated into the Creative Technology's audio chip and was historically used to enhance MIDI output by adding effects (such as reverb and chorus) to the sampled instruments on 'wavetable' sample-based synthesis cards (which is often confused with the "wavetable synthesis" developed by Wolfgang Palm of PPG and Michael Mcnabb in the late-1970s, however not related). A similar effects DSP was also present on Creative's cards back to the AWE 32. However, the EMU10K1's DSP was faster and more flexible and was able to produce not only MIDI output but also other outputs, including the digital sound section.
EAX was used in many popular titles of the time, including Half-Life, Unreal Tournament, Splinter Cell, Rogue Spear, Doom 3, F.E.A.R., Counter-Strike, and Prey. These games support EAX 4.0 if audio hardware with an OpenAL-supporting driver is present. Because hardware acceleration for DirectSound and DirectSound3D was dropped in Windows Vista,[1] OpenAL runtime software is required to enable EAX in many games, it still functions in Windows 10, although OpenAL was also discontinued by Creative. OpenAL Soft, an open source version of OpenAL, is still actively maintained, and can be used by game developers, and to enable EAX sound in older games.
Most releases of EAX versions coincided with increases in the number of simultaneous voices processable in hardware by the audio processor: the original EAX 1.0 supports 8 voices, while EAX 5.0 allows 128 voices (and up to 4 effects applied to each). Creative cards are generally backwards compatible with older EAX versions, although hardware accelerated DSP processing of these effects only happens on cards with EMU chips. Most audio solutions from Creative released after the X-Fi Titanium HD (except for the Audigy Rx) and other companies offer EAX software emulation of varying degrees instead.
In addition to physical soundcard devices, Creative released EAX emulation software (Creative ALchemy) for a range of computers and motherboards that had Creative-made onboard audio. Creative ALchemy will not function unless it detects a Creative Labs device.
The Gain knobs next to the choosers adjust the levels going out of and back into Live. These levels should be set carefully to avoid clipping, both in your external hardware and when returning the audio to your computer.
Dry/Wet adjusts the balance between the compressed and uncompressed signals. At 100%, only the compressed signal is heard, while at 0%, the device is effectively bypassed. Another way of controlling the amount of compression is with the Range slider, which sets how much compression can occur. Values between about -60 and -70 dB emulate the original hardware, while values between -40 and -15 dB can be useful as an alternative to the Dry/Wet control. At 0 dB, no compression occurs.
The Multiband Dynamics device is a flexible tool for modifying the dynamic range of audio material. Designed primarily as a mastering processor, Multiband Dynamics allows for upward and downward compression and expansion of up to three independent frequency bands, with adjustable crossover points and envelope controls for each band. Each frequency range has both an upper and lower threshold, allowing for two types of dynamics processing to be used simultaneously per band.
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