What is Mobile Rooms? And why the necessity to mobilize?
As with visual material, the great brink of audio programming is the work with three-dimensional acoustic material. We are so used to think of stereo channels and time bars that we do not realize that there is a whole world of possibilities awaiting us, the very moment, when we enter 3d programming.
First we have to forget a few things. Stereo for example. Stereo is, in a way, the acoustic equivalent of what the perspective picture was for painting: an attempt to simulate three dimensional space by a two dimensional matrix. If you start working with 3d audio, you have to be aware to think of a sound source as a mono file - since there are not two, but just one emitter (one man, one vote). Another thing you have to forget is the time bar (the beloved sequencer). When we organize sound spatially, the necessity of arranging the events in a sequential order slips: time unfold when we are moving.
This is the basic idea of Mobile Rooms: to arrange sound spatially.
So the environment is not the common windows surface, but a 3d space.
Mobile Rooms takes, as an underlying technology, DirectAudio and the EAX standard, Creative™ has established. That means: to use the full advantages you should have DirectX 7 installed and a EAX compatible soundcard - like the Soundblaster Live.
If so, working with Mobile Rooms gives you all the capabilities of Direct3d Sound and EAX programming - which is indeed an extremely strong basis.
But there are a few extra features which make this prgoram unique. For example: the possibility of morphing rooms.