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Sensaura

From Wikipedia, the free encyclopedia
Sensaura Ltd.
Company typeSubsidiary
IndustryAudio Technologies
Founded1991; 33 years ago (1991)
Defunct2008 (2008)
FateAcquired by Creative Technology and merged with 3Dlabs, now dissolved
SuccessorSonaptic Ltd.
HeadquartersMiddlesex
Brands
ParentCreative Technology
Websitewww.sensaura.com at the Wayback Machine (archived June 22, 2007)

Sensaura Ltd., a division of Creative Technology, was a company that provided 3D audio effect technology for the interactive entertainment industry. Sensaura technology was shipped on more than 24 million game consoles and 150 million PCs (on soundcards, motherboards and external USB audio devices). Formed in 1991, Sensaura developed a range of technologies for incorporating 3D audio into PC's and consoles.

History

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Sensaura's SPU-800 could create a 360° sound-stage in an audio recording through traditional speakers.[1]

Following its origin as a research project at Thorn EMI's Central Research Laboratories ("CRL", based in Hayes, United Kingdom) in 1991, Sensaura become a supplier of 3D audio technology. By 1998, Sensaura had licensed its technology to the audio chip manufacturers (ESS Technology, Crystal Semiconductor/Cirrus Logic and Yamaha), who at that time supplied 70% of the PC audio market. Subsequent licensees included NVIDIA, Analog Devices, VIA Technologies (expired, replaced by QSound) and C-Media Electronics.[2][3]

In 1993, Sensaura released a CD sampler disc 'beyond stereo...' containing four tracks;[citation needed]

1. Roadside

2. Railway Station

3. RAF Band

4. Falla: Final Dance from "The Three-Cornered Hat"

These tracks, recorded live, were intended to illustrate what could be achieved in terms of 3D sound from a two-channel stereo set-up.[1]

Some commercial recordings followed:

  • Milla Jovovich, The Divine Comedy (1994)
  • Gustav Mahler: Symphony No. 9, Benjamin Zander, Philharmonia Orchestra (1999)[4]

The MacRobert Award was presented to Sensaura by the Royal Academy of Engineering in 2001. [5] [6]

Sensaura technology was shipped on more than 24 million game consoles and 150 million PCs (on soundcards, motherboards and external USB audio devices). As well as being licensed directly for the first Microsoft Xbox hardware, the technology was also available as a middleware product, GameCODA, for the Xbox, PlayStation 2, and GameCube.[7] [8] In 2000, Sensaura developed a spatial audio plugin for the WinAmp media player which was downloaded 18 million times.[citation needed]

In December 2003, the Sensaura business and IP portfolio was bought by Creative Technology.[2][9] Sensaura continued to operate as an R&D division within Creative, however following a major reduction in staff numbers in March 2007, it ceased supplying audio technologies for PC sound cards, game consoles but focused on other product areas, including involvement with the OpenSL ES standard.[citation needed] Following further headcount reductions in 2008, the remaining Sensaura engineers were absorbed into Creative's 3DLabs subsidiary.[citation needed]

Prior to the acquisition of Sensaura by Creative Technology in 2003, some employees left to form Sonaptic Ltd. Licensing Sensaura's technology, Sonaptic specialized in 3D positional audio for mobile devices.[10] In 2007, Wolfson Microelectronics acquired Sonaptic, wanting to expand their reach within the audio market.[11]

Technology[12][13]

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Sensaura's 3D Positional Audio logo

Sensaura 3D Positional Audio (S-3DPA)

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Sensaura's 3D positional audio technology was designed to build upon the industry standard Microsoft DirectSound3D API, which allowed games to have high quality audio in three dimensions.

  • HRTF 3D audio positioning with low CPU usage.
  • Virtual Ear features common HRTF profiles (libraries) that can be selected by the end-user.
  • Digital Ear is a process of tuning HRTF filter libraries to the individual's ear shape by creating a CAD model with physical implementation.
  • MacroFX simulates 'near-field proximity effects' when objects move very close to the listener.
  • ZoomFX to simulate sounds of a specific size instead of a point source.

3D speaker technology

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By using MultiDrive 5.1 and XTC cross-talk cancellation, Sensaura's 3D speaker technology can create accurate 3D audio within a normal 5.1 surround sound system.

  • XTC cross-talk cancellation for 3D from speakers (as opposed to from headphones).
  • Independent HRTF calculation for surround speakers to give full 3D audio from 5.1
  • MultiDrive 5.1 integrates front and rear sound hemispheres on 5.1 speaker setups.
  • MultiDrive simulates 3D sound on 4 speaker setups

gameCODA (audio middleware)

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For more information, see gameCODA.

Further reading

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Compatible hardware[14]

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Consoles & PC's (gameCODA)

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GameCODA is able to run on virtually any x86 PC with basic sound support.

Sound cards (S-3DPA)

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Sound cards that support S-3DPA can also be utilized to accelerate gameCODA.

The list of hardware below is not exhaustive:

Hercules (Guillemot)

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  • Guillemot Maxi Sound Muse
  • Hercules Game Theater XP
  • Hercules Gamesurround Muse 5.1 DVD
  • Hercules Gamesurround Fortissimo III 7.1
  • Hercules Digifire 7.1
  • YMF724C-V
  • YMF724F-V
  • YMF730
  • YMF738
  • YMF744
  • YMF744B-R
  • YMF754 DS-1E
  • Terratec SoundSystem DMX
  • Terratec DMX 6Fire
  • Terratec DMX XFire 1024
  • Terratec Aureon 7.1 Space
  • Terratec Aureon 7.1 Universe

Motherboards with semiconductors

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ASUS

  • ASUS P4S800 series
  • ASUS P4B533-X
  • ASUS A7V266-MX
  • ASUS A7V8X-X (on audio models only)

Semiconductors

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  • Analog Devices Inc: AD1881A, AD1885 (86,87,88), AD1980, AD1985, AD1986A (SoundMAX)
  • C-Media: CMI 8768 (SoundPro)
  • Realtek: ALC658
  • VIA: VT1616, VT1618, (Vinyl Audio, Vinyl Tremor) [15]

See also

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References

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  1. ^ a b "Studio Sound - Sensaura SPU-800" (PDF). World Radio History, page 43. 1996. Retrieved August 27, 2021 – via World Radio History.
  2. ^ a b "Creative Technology Acquires Sensaura". Xbit Laboratories. December 7, 2003. Archived from the original on December 27, 2003. Retrieved August 20, 2021 – via The Internet Archive.
  3. ^ "Upgrading and Repairing PCs". Google Books, page 926. 2003. Retrieved September 8, 2021 – via Google Books.
  4. ^ "Sensaura - Hearing in three dimensions" (PDF). Sensaura. 2000. Archived from the original (PDF) on March 28, 2006. Retrieved September 11, 2021 – via The Internet Archive.
  5. ^ "BBC News - Sensaura's 3D sound goes beyond stereo". BBC News. November 5, 2001. Retrieved August 21, 2021.
  6. ^ "Sensaura receives MacRobert Award from the Royal Academy of Engineering (RAENG)". Royal Academy of Engineering. 2001. Retrieved August 19, 2021.
  7. ^ "Sensaura and VIA Announce Licensing Agreement for 3D Audio Technology". Hexus. March 3, 2003. Retrieved August 20, 2021.
  8. ^ "Sensaura - audio reality". Sensaura. 2007. Archived from the original on June 22, 2007. Retrieved August 19, 2021 – via The Internet Archive.
  9. ^ "Creative-Sensaura fallout muffled so far". The Tech Report. December 5, 2003. Retrieved September 8, 2021.
  10. ^ Sonaptic 3D Positional Audio Technology - Presentation(see page 2)
  11. ^ "Wolfson invests in IP with Sonaptic acquisition". Growth Business. 2007-07-24. Retrieved 2021-11-10.
  12. ^ "Sensaura Technologies". ixbt.com, page 43. February 14, 2000. Retrieved September 9, 2021 – via ixbt.com.
  13. ^ "Sensaura Technology - White papers". Sensaura. 2006. Archived from the original on March 28, 2006. Retrieved September 11, 2021 – via The Internet Archive.
  14. ^ "The Tech Report - Examining the highs and lows: Seven PC audio solutions compared". The Tech Report. 2006. Archived from the original on November 19, 2006. Retrieved September 8, 2021 – via The Internet Archive.
  15. ^ "VIA's KT400A chipset". The Tech Report. 2001. Retrieved September 8, 2021.
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