▣ HATHORSPATIAL · 1999 → 2026 ● ACTIVE DEVELOPMENT STEAM AUDIO v4.8.1 / dsound.dll PROXY / halo.exe v1.10

In 1999, Bungie authored Halo's audio for the Aureal Vortex 2.

By 2000, Aureal was bankrupt.

By 2003, the PC port had stripped what little survived.

We just put it back.

SCROLL
00 · SALVAGE RECOVERY REPORT
Salvage Report · ONI Section III

// THE RECOVERY One unit
known extant.

ONI · EYES ONLY FILE 00 / SR-2552-117A RECOVERY REPORT — OBJ-1 DIST: SECTION III

We were eleven thousand kilometres off the Autumn's stern when she made her jump, and she never knew we were there. Section III does not shadow a ship to protect it. We were following her because someone at ONI believed she was being led, and wanted to see where. Standing order: no transponder, no transmission, no contact. Observe.

The ring is ten thousand kilometres across and it is humming. Coherent acoustic resonance, sub-audible, rising out of an interior substructure that appears on no survey we hold. It is not a beacon and it is not weapons fire. It is the sound a room makes when something inside it is still running. Team KESTREL is going down. Four, hard drop, no beacon.

The cache held thousands. We took one. Designation OBJ-1, die marked AU8830, and the moment it was on the bench the analysis stopped making sense: silicon, not alien composite. Tooling signature known. Design language known. It seated in a standard UNSC bus on the first attempt and the terminal recognised it without a driver. The Forerunners were human. This is what they built before we forgot how. Restoration approved. This document is the restoration.

Recovered Item Manifest1 OF 1
ItemOBJ-1
Die MarkAU8830
Part NoDRC-AU8830-VII
Recovered ByONI PROWLER ANECHOIC · P-CS-1099
Recovered2552.09.23 · TEAM KESTREL
SiteINSTALLATION 04 · INTERIOR SUBSTRUCTURE
ClassificationFORERUNNER — SEE NOTE
NoteARTIFACT IS NOT ALIEN
DispositionRESTORATION · THIS DOCUMENT
FIG.00·B — OBJ-1 AS RECOVERED · PRE-RESTORATION · FACEPLATE
OBJ-1 on the restoration bench, running. The faceplate scoring is re-entry heat from the drop; one lamp column did not survive. Everything else did — and the unit has been doing this since the moment it was given power. Nobody has told it to. Watch it long enough and it starts to feel less like telemetry and more like attention.
Declassification key · fiction → fact

Every detail in this file is a costume on a fact, and the costume is thin on purpose. AU8830 is a real part number: the Aureal Vortex 2, shipped 1999, the only consumer chip that ever ray-traced game geometry to place sound. The "cache we took one thing from" is the hardware-audio ecosystem that died between Aureal's bankruptcy in 2000 and Vista's audio-stack rewrite in 2007. The resonance still coming out of the ring is Bungie's per-cluster reverb data, hand-tuned in 1999 and still sitting in every map file, still being written out every frame with nothing left to read it.

And the twist is the true part. The artifact is not alien. The Forerunners were us; the lost technology is ours; nobody has to reverse-engineer an alien intelligence to get this back, because people built it, wrote it down, and were bought and shelved. The restoration is HathorSpatial. Everything below this line is real.

00·B · RESTORATION WHAT HATHORSPATIAL IS
A drop-in dsound.dll proxy

The audio Marty O'Donnell, Jay Weinland, and Adam Tewes wrote for Halo was authored against hardware that wave-traced sound through geometry in real time, rendered binaurally over headphones, and simulated reverb from each room's actual shape, in dedicated silicon. HathorSpatial restores what they wrote by rendering the game's audio through Steam Audio. No game file is modified. Nothing of theirs is altered.

915
sound tags
Bungie authored
23
reverb presets,
written for silicon
11
BSP meshes the audio
system never received
0
game files modified
to put it back
Download · GitHub Releases

Hear what they wrote.

For Halo: Combat Evolved on PC, retail v1.10. It's a drop-in dsound.dll, so the game's own files stay untouched. Best on headphones.

◈ BENCH TEST · OBJ-1 · POST-RESTORATION DRIVE 48 kHz / 32-BIT FLOAT · STATUS PASS
FIG.00·C — SCOPE · DIRECT vs RENDERED
dry input rendered · early reflections summed
FIG.00·D — IMPULSE DECAY
energy decay in dB · RT60 = time to fall 60 dB · traced from geometry, authored value dashed (fallback only)
FIG.00·E — SPECTRUM
3-band split · flHFReference = 5000 honored
Reference Signal Chain period EAX hardware for ground truth · modern reference for critical listening
Sound Cards
Creative X-Fi Titanium HDPCIe · X-Fi (CA20K2) DSP · Burr-Brown PCM1794A DAC · 122dB SNR
Onkyo SE-300PCIEPCIe · X-Fi (CA20K2) DSP · dual Burr-Brown PCM1798 DACs · 120dB SNR
Speakers
Monsoon MM-10002.1 · dipole-radiating planar-magnetic satellites · 1999
Monsoon PlanarMedia 142.1 · PFT100 planar-ribbon satellites · 100W RMS · 2003
Reference Headphones
Sennheiser HD 550open-back · 150Ω · 6Hz–39.5kHz
A Brief History of a Lost Sound

// THE VISION Built for hardware
that no longer exists.

The hero above is the short version. Here is the part that matters for what comes next: Bungie's audio system has been computing data the audio system has never been allowed to use.

Every map Halo loads contains a full BSP collision mesh, the same geometry the renderer and the physics engine use, plus a per-cluster Potentially-Audible-Set matrix, per-source emitter positions, and per-listener pose updates at audio rate. In 1999, Bungie wrote that out because the audio hardware was supposed to consume it. Aureal's wavetracing path on the Vortex 2 took collision geometry as a first-class input. Creative's EAX, for its part, took preset reverb zones the level designer assigned by hand.

Then Aureal collapsed. Vista stripped DirectSound's hardware acceleration in 2007. EAX 3.0, with only 13 of its 19 listener properties ever written and a single global reverb preset per cluster, was the survivor. The geometry kept being written. There was nothing left to read it.

HathorSpatial is a drop-in DirectSound replacement. No game file is modified. It takes the same per-source positions, listener poses, and room data the engine has been computing all along, and runs them through a real acoustic simulation.

We're not adding spatial fidelity. We're decompressing what the engine already knows. And what Marty wrote, with Aureal in mind, in the first place.

FIG.01·A — What each stack actually computed 1999–2003

Four ways to turn a sound and a position into two speakers. They are not degrees of the same thing. They are different questions about what a room is.

Baseline · software
DirectSound / DS3D
no acceleration · no EAX
Model: none. A knob per ear.
  • Stereo pan (level difference)
  • Distance rolloff (volume)
  • Doppler (pitch shift)
  • No reverb
  • No occlusion
  • No reflections
  • No HRTF
This is the floor, and it is where every copy of Halo PC has been living since 2007. A source behind you and a source in front of you at the same angle are the same signal. A source through a wall is the same as a source in the open, only quieter. There is no room — just a fader.
Creative · hardware
EAX 1.0 → 3.0
1998 · 1999 · 2001
Model: statistical. Describe the room.
  • Parametric reverb per zone
  • Occlusion / obstruction filters
  • Air absorption, HF rolloff
  • Reflection pan + delay (3.0)
  • Geometry never read
  • Zones authored by hand
EAX does not know where the walls are. It knows what a level designer said about them: decay time, reflection gain, HF reference. Small stone room, large hall, underwater. It is a very good description of a space, applied uniformly to everything in it.
Aureal · hardware
A3D 2.0 · Vortex 2
1998 · AU8830
Model: geometric. Trace the room.
  • Wavetracing against real polygons
  • First-order reflections, computed
  • Occlusion from actual walls
  • HRTF binaural, 16 hw sources
  • Up to 64 reflection voices
  • Died with the company
The outlier. A3D 2.0 took the game's collision geometry as an input and derived the acoustics — reflections off the surfaces that were actually there, occlusion from the wall actually between you and the sound. Not a description of a room. A simulation of one.
Microsoft · console
Xbox APU (MCPX)
2001 · Halo shipped here
Model: statistical, in silicon.
  • 256 voices, 64 positional 3D
  • Dedicated DSP for effects
  • I3DL2 reverb in hardware
  • HRTF via Sensaura middleware
  • Real-time Dolby Digital 5.1
  • Reached PC — as a chipset, never a card
  • Geometry never read
The chip Halo was actually finished against. Every effect ran free in dedicated silicon, so the audio team could spend voices like they were cheap. They were cheap — for eighteen months, on one console.
Aureal · software layer
A3D 3.0
2000 · shipped, then orphaned
Model: geometric, unbundled from the chip.
  • Occlusion + doppler on any DS3D card
  • A3DVerb reverb engine
  • I3DL2 and EAX 1.0 interop
  • HRTF still needed Vortex 2 silicon
  • Wavetracing still needed Vortex 2 silicon
  • No company left to ship the rest
The escape plan: lift A3D off the card, put it on every DS3D device, and interoperate with the standards Creative and Microsoft were pushing. It reached the final drivers. Then there was nobody left to ship the hardware half.

Here is the shape of the loss. Halo's audio was authored in 1998–99 against two hardware paths in parallel — Creative's and Aureal's — and then finished on a console whose DSP made the effects free. Aureal went bankrupt in 2000 and the geometric path died with it. The Xbox APU was a console part and never came to PC. What survived to the 2003 PC port was EAX 3.0: the statistical model, thirteen of its nineteen listener properties ever written. Then Vista cut hardware DirectSound in 2007 and even that fell away, leaving the first column — pan and volume.

HathorSpatial is not a new idea. It is the third column, rebuilt in software: geometry-traced acoustics, driven by the room data Bungie authored for the second. The engine has been writing out BSP geometry, cluster reverb constants, and per-source positions this whole time. AU8830 is just the name of the last chip that would have listened.

02 · AUREAL A SHORT HISTORY
A short history
1996 / 2000

Aureal

An audio company that won the patent case, lost the company, and invented the technique this project is restoring.

I.From NASA to a $50 PCI card

In the late 1980s, NASA Ames Research Center was building the Virtual Environment Workstation Project, an early VR rig for astronaut training. Spatial audio was a problem. The brain triangulates sound using subtle delays and tonal cues called head-related transfer functions, or HRTFs, and synthesizing those convincingly in real time was beyond consumer audio hardware. NASA solved it with a custom rack called the Convolvotron, then a smaller box called the Acoustetron. The work was spun off in 1987 as Crystal River Engineering, a tiny company that sold the same kit to flight simulators, architectural acoustics labs, and a handful of military trainers.

In May 1996, a different company called Aureal Semiconductor acquired Crystal River outright. Aureal had been founded that same month from the ashes of Media Vision Technologies, a multimedia hardware firm that had cratered the previous year in a $104 million accounting scandal that took down its CEO. The new company kept the engineering staff, picked up Crystal River's HRTF work as a starter kit, and committed to a single product idea: take NASA's $20,000 spatial-audio box and shrink it onto a $50 PCI sound card.

Three years later, they had done it.

II.The Vortex era

On July 14, 1997, Aureal shipped the Vortex AU8820, the first chip in their line. It ran A3D 1.0, an HRTF-based positional audio API, in cards from Turtle Beach, TerraTec, and Yamaha. Quake II supported it. Half-Life supported it. The marketing pitch was simple: with the right card and a pair of headphones, you could hear footsteps behind you.

Then, on August 6, 1998, Aureal announced the Vortex 2 (AU8830) and A3D 2.0. This was the chip that mattered. A3D 2.0 added three things the consumer audio market had never seen in dedicated silicon:

Wavetracing. Real-time ray-tracing of sound against the game's collision geometry. Every audio source cast rays toward the listener; rays that hit walls attenuated, filtered, and Dopplered correctly. Geometry-aware audio, in hardware, on a card you could buy at CompUSA for $80.
Hardware HRTF. Sixteen independent 3D sources, fully binaural over headphones, computed on the chip, not the CPU.
Dynamic occlusion. As objects and listeners moved, the simulation kept up at audio rate.

The Vortex 2 won every industry award there was to win. The Diamond Monster Sound MX300, built on the AU8830, achieved what one contemporary review described as "near-cult status with audiophiles and gamers." By the end of 1998, over a hundred PC games supported A3D. Unreal Tournament shipped with A3D 2.0 integration. Heretic II demos showed it off. Marty O'Donnell, designing Halo's audio at Bungie that same year, was authoring against both Creative's EAX and Aureal's A3D in parallel. "At that time we were supporting the current Creative and Aureal sound cards," he later said, in his 2002 GDC talk on Halo audio.

It looked like Aureal was going to win the market.

III.U.S. Patent 5,342,990

On March 5, 1998, five months before the Vortex 2 launched, Creative Labs sued Aureal in the U.S. District Court for the Northern District of California. The complaint cited U.S. Patent No. 5,342,990, a patent originally filed by Ensoniq covering digital sample-caching for MIDI synthesizers. Creative had acquired Ensoniq in 1993. The patent had nothing to do with HRTF. Nothing to do with wavetracing. Nothing to do with A3D's actual technology.

That was the point.

The suit alleged that Aureal's Vortex chipsets infringed the MIDI-cache patent at a hardware level. Aureal countersued on December 10, 1998, claiming that Creative's Sound Blaster Live! and EAX technology infringed Aureal's A3D positional-audio patents. The two companies traded subpoenas for the next year. The Vortex 2 continued shipping. The game support continued growing. The legal bills continued mounting.

On December 10, 1999, exactly one year after Aureal's countersuit, a San Francisco federal jury found that Aureal's Vortex and Vortex 2 chips did not infringe Creative's patent. Aureal had won the case.

The verdict came too late.

They won the case.
They lost the company.

IV.The fall

By the time the verdict came in, Aureal had burned through its capital on legal fees. The company had posted $17 million in losses in 1996 and another $18 million in 1997. The litigation costs through 1998 and 1999 aren't in any public filing I can find, but they ran the company dry. Investors, watching the legal bill mount even as A3D 2.0 was winning every award on the shelf, declined to extend further funding.

On April 6, 2000, Aureal filed for Chapter 11. They had won the patent case four months earlier. Then-CEO Kenneth "Kip" Kokinakis and the rest of Aureal's senior management had resigned in late March, a day after the company reported a $26.9 million loss for 1999, $6.4 million of it in legal fees.

On June 19, 2000, ten weeks after Aureal's Chapter 11, Microsoft announced its acquisition of Bungie. Halo, which had been authored against the parallel Creative / Aureal audio stack, pivoted to Xbox-exclusive development. The PC and Mac builds were paused.

On September 21, 2000, Creative Labs bought Aureal's intellectual property out of bankruptcy court for $32 million, with a specific provision that Creative would be released from all claims of past infringement against A3D. They had lost the lawsuit. They bought the company that won it. They acquired permanent immunity from the patents that had just been used to prove their guilt.

Then they let A3D die.

V.The technique survives the chip

Aureal's A3D never shipped another driver. Creative's EAX continued, hitting EAX 5.0 in 2004, until Windows Vista, in 2007, stripped hardware-accelerated DirectSound from the audio stack and rendered every EAX card on Earth functionally inert at the OS level.

But the technique didn't die.

2000. OpenAL launched as an open 3D-audio API, co-developed by Loki Software (the Linux game porters) and, ironically, Creative. It incorporated, explicitly, A3D-style geometry-aware rendering and early reflections. The silicon was being warehoused; the techniques moved into cross-platform software.

1998 / 2011. In the same years, a second studio was writing audio with the same seriousness Bungie was. Valve shipped Half-Life in November 1998 with parallel support for both Aureal's A3D and Creative's EAX, exactly like Halo's pre-E3-1999 build. Kelly Bailey, one of Valve's earliest employees, didn't just compose the soundtrack and design the sound effects. He wrote the sound engine underneath them: software DSP, real-time reverb, character speech synthesis. The same architecture carried through Half-Life 2, the Episodes, Portal, and Left 4 Dead. Valve treated audio the way Bungie did, as half the experience rather than a post-production pass. Two parallel companies, on opposite sides of the country, both authoring against A3D 2.0 in 1998, both forced to fall back when Aureal collapsed.

2011. Impulsonic, a UNC Chapel Hill spinoff founded by Anish Chandak, Lakulish Antani, Ming Lin, and Dinesh Manocha, started commercializing the UNC computer-graphics group's work on physically based sound propagation. Their flagship product was a plugin called Phonon: real-time geometric acoustic simulation against game collision meshes. The same idea A3D had baked into the AU8830, now running in software, on the GPU and CPU, in OpenGL-era engines.

January 12, 2017. Valve acquired Impulsonic. Phonon was renamed Steam Audio. Of the studios that could have absorbed Impulsonic's work, only one had been authoring for A3D since 1998 and treating audio as load-bearing engineering ever since. The acquisition wasn't a strategic move into a new market. It was a company that had wanted this technology for twenty years finally hiring the team that could build it.

March 23, 2020. Valve shipped Half-Life: Alyx. Steam Audio was running underneath, fully integrated, geometric acoustic simulation in real time. The audio credits read like Bungie's. Five named specialists, each owning a piece of the soundscape. Mike Morasky on music. Roland Shaw on creatures and physics and footsteps. Dave Feise on ambiences. Emily Ridgway on the Combine voice processing (she also designed the speakers that float alongside the player's ears on the Valve Index headset). And Lakulish Antani, one of the original Impulsonic founders, now a senior engineer at Valve, on the spatial-audio runtime itself. Half-Life: Alyx is the first AAA title to ship with the technique A3D 2.0 introduced in 1998, fully realized in software, twenty-two years later.

The lineage isn't personnel; it's conceptual. Impulsonic's engineers came out of UNC graphics research, not Aureal. Valve's audio team came out of Microsoft consumer multimedia, not Crystal River. But the core idea, that audio should be simulated against the same geometry the renderer uses to draw the world, is older than the chip Aureal built to do it, and it has now outlasted both companies that fought over the patents in 1998, kept alive by the only AAA studio that cared about audio enough to bring the technology in house and ship it.

HathorSpatial, the project this site documents, links against Steam Audio v4.8.1. The Halo engine it proxies into was authored, in 1999, against an audio stack that included A3D 2.0. Marty's GDC talk said so. The technique HathorSpatial restores is older than the silicon Aureal built to run it. It survives because, eventually, somebody always wants the room to be the audio.

03 · COMPARISON FOUR ENGINES COMPARED
Spatial Audio Technologies

// THE GAP Same sounds.
Four ways to hear them.

Spatial Audio Technologies Halo: Combat Evolved-era engines compared to HathorSpatial (2026) HathorSpatial 2026 · Steam Audio Aureal A3D 3.1 designed · never shipped Xbox MCPX APU 2001 · shipped EAX 2.0 PC commodity baseline HRTF binaural rendering ✓ ✓ ✓ ✗ Wave-traced reflections (geometric) ✓ ✓ ~ ✗ Reflection direction-of-arrival ✓ ✓ ~ ✗ Material-aware absorption ✓ ✓ ~ ✗ Diffraction (sound around corners) ✓ ✓ ✗ ✗ Reverb engine convolution + FDN parametric I3DL2 hw I3DL2 parametric I3DL2 Per-region acoustic presets ✓ ~ ✓ ✓ Arbitrary impulse response convolution ✓ ✗ ✗ ✗ Air absorption (multi-band) ✓ ✓ ✓ ~ Real-time Dolby Digital 5.1 encode ~ ✗ ✓ ✗ Hardware acceleration none (CPU) Vortex 2 SQ2500 NV2A APU SB Live family Dedicated DSP CPU + SSE/AVX single 24-bit core 2× Parthus 200 MHz Creative EMU10K1 Max concurrent voices CPU-bound (hundreds) 76 hardware 256 (64 with 3D) 32 typical Status in 2026 active development discontinued 2000 hardware obsolete software-emulated since Vista ✓ full support ~ partial / limited ✗ not supported HathorSpatial

Aureal A3D 3.1 is what the audio team originally targeted — a real per-source wave-tracing path through scene geometry that died with the company in 2000. Xbox MCPX APU is what Halo actually shipped on: 2× 200 MHz 24-bit Parthus DSPs, 256 voices (64 with 3D), hardware HRTF, hardware I3DL2 reverb, real-time Dolby Digital encoding. EAX 2.0 is the commodity-PC baseline most 2001-2003 games could expect. HathorSpatial sits where A3D 3.1 would have, on a 2026 CPU.

04 · NOTE FROM THE AUTHOR
From the author

What I owe them.

I bought Halo on Mac at the San Francisco Apple Store in late 2003 or early 2004, on a top-spec 15-inch PowerBook: brushed aluminum, 1.67 GHz PowerPC, Mobility Radeon 9700, the machine of its moment. The game ran. And from the first time the Pillar of Autumn came alive through my headphones, I knew what I was hearing was something other than normal sound design. It was music, woven into the room. Gregorian chant rising over hull-plate hum. Marines breathing through their helmets. A fuel rod gun snapping half a corridor away.

I noticed, in the options panel, a section that was always greyed out. Features my Mac apparently couldn't see. I didn't know what they were. I assumed it was a Mac-versus-PC limitation. Twenty-five years later I know what that panel was, and I know the audio controls underneath it weren't simply missing. They were downgraded. EAX 3.0, what shipped on the PC port, was already a fallback of a fallback. The audio Bungie originally wrote was for a different chip entirely.

I learned this slowly, over years. By playing every Halo. By reading every Marty O'Donnell interview. By buying Aureal Vortex 2 cards on eBay and setting them up in retro PCs to hear what Quake III sounded like with wavetracing. By writing an A3D shim for Unreal Gold on the Galaxy engine, just to put A3D back somewhere it had once lived. The shim ran. By the time it ran, I knew I wanted to do the same thing for Halo.

— · —

In his 2002 GDC paper, Marty O'Donnell wrote that Bungie was supporting "both the current Creative and Aureal sound cards" in 1999. Meaning Halo's audio was authored, in parallel, against EAX and A3D 2.0. They were not, and are not, the same technology.

EAX simulates environments with preset reverb zones, snapping between them at boundaries. The level designer assigns a preset to each zone (cathedral, alley, corridor), and the runtime looks it up. The reverb is a table.

A3D 2.0 simulated environments by tracing rays through their actual geometry, in real time, in dedicated silicon, sixteen sources at a time, fully binaural over headphones. The reverb was a physics simulation. The room itself was the audio.

Both are spatial audio APIs. Only one of them is geometric.

Creative shipped because Aureal didn't. EAX wasn't the better technology. It was the technology that survived a patent lawsuit Aureal won, and a Chapter 11 Aureal didn't. Vista finished the job in 2007 by stripping hardware audio acceleration from Windows entirely. Both APIs are now dead at the OS layer. Only one of them has descendants. Steam Audio is a descendant of A3D's concept, geometry-aware spatial sound, not of EAX's preset zones. The ideas that won in the long run were Aureal's.

This is why I think Aureal deserves, in retrospect, to be reinstated as the gold standard of consumer 3D audio. The Vortex 2 did in 1998 what game engines are still rebuilding in 2026. Marty designed Halo's audio for that chip. Not for EAX. The version everyone has played for twenty-five years is a fallback. HathorSpatial is what restoring the original means.

— · —

I owe this project to specific people. Marty O'Donnell wrote the music and led the audio design. Michael Salvatori scored it with him. Jay Weinland and Adam Tewes built the sound of the game: every weapon report, every Marine bark, every Pelican engine. Jason Jones built the engine the audio runs on. Chris Butcher, Mat Noguchi, Charlie Gough, Bernie Freidin, and Matt Segur programmed it, Matt Segur its audio engine.

Before all of them: Scott Foster founded Crystal River Engineering and developed the Convolvotron for NASA Ames. Jonathan Abel was Crystal River's chief scientist. Elizabeth Wenzel at NASA Ames led the spatial-hearing research the whole field rests on. Kenneth "Kip" Kokinakis ran Aureal through the years it was inventing what we now call geometric audio, and left with its senior management shortly before the bankruptcy filing. Brian Schmidt architected the Xbox audio system at Microsoft, working with NVIDIA's MCPX team to build the most sophisticated audio processor ever shipped in a consumer console at the time.

Roger Wolfson kept Halo PC alive after GameSpy died in 2014. Peter Tamte got Halo on Mac and PC. Ed Fries got Microsoft to keep its promise.

I am the last name in this lineage. I am also the smallest. None of this is mine. I just wrote a proxy.

— · —

This project is the long answer to a long-ago question about a greyed-out options panel. I'm putting back what was always supposed to be there.

I'm self-taught. There's no degree, no audio research lab. There is just twenty-five years of listening: for what Marty was reaching for, for what Aureal proved was possible, for what Bungie was forced to ship without, for what Vista finished destroying.

Everyone above made the audio. I'm just making sure you can finally hear it.

Derek S. Two spatial audio reimplementations · Self-taught HathorSpatial
05 · THANKS ACKNOWLEDGMENTS
Acknowledgments

// IN GRATITUDE Names this project
rides on.

I.1985 — 2001 · ANTECEDENTS

The chips, and the people who built them

Scott Foster
Founder & CEO · Crystal River Engineering
Worked on audio signal processing at Hewlett-Packard Laboratories, designed a VLSI audio-synthesis chip at Atari, and did music-analysis work with Stanford's CCRMA before founding Crystal River Engineering in the late 1980s. One of his first clients was NASA Ames, for whom he developed the Convolvotron, a real-time binaural 3D sound system used for audio research, communications, navigation and virtual reality. Crystal River merged with Aureal in the mid-1990s, and its technology became part of the foundation of A3D.
Jonathan Abel
Chief Scientist · Crystal River Engineering
Crystal River's chief scientist, after research at NASA Ames and a lectureship in electrical engineering at Yale. Went on to co-found Universal Audio as its Chief Technology Officer, and teaches as a consulting professor at Stanford's CCRMA. A Fellow of the Audio Engineering Society for his contributions to audio effects processing, with a career spanning room-acoustics measurement, array signal processing and the emulation of classic studio hardware.
Elizabeth Wenzel
Research Psychologist · NASA Ames Research Center
Earned her PhD in cognitive psychology, with an emphasis in psychoacoustics, at UC Berkeley in 1984, and has directed the Spatial Auditory Displays Lab at NASA Ames since 1986. Her research on how people hear and locate sounds in three-dimensional virtual acoustic displays, much of it built on the Convolvotron, which she showed at SIGGRAPH 1991, is the scientific base the whole field of binaural game audio stands on.
Kenneth "Kip" Kokinakis
President & CEO · Aureal Semiconductor
Led Aureal through the Vortex 2 and A3D 2.0 era, when its chips shipped in sound cards across the PC industry and the company fought, and won, a patent suit brought by Creative Labs. The legal costs weighed on the company's results; he left with Aureal's senior management in March 2000, shortly before the company filed for Chapter 11.
Brian Schmidt
Audio Systems Architect · Microsoft Xbox
Architected the audio system of the original Xbox and Xbox 360 at Microsoft, working with NVIDIA's MCPX team on what was then the most capable audio processor in a consumer console: 256 voices, a programmable DSP, 64 positional 3D channels and real-time Dolby Digital encoding. He also composed the Xbox startup sound, and later founded the GameSoundCon conference for game audio professionals.
NVIDIA · MCPX team
Media & Communications Processor · 1999 — 2001
Designed and shipped the MCPX, the Xbox chip that housed its Audio Processing Unit. NVIDIA described it as delivering "four billion operations per second dedicated to 3D audio and network processing". Halo: Combat Evolved was finished on this hardware.
II.BUNGIE 2001 · AUDIO

The audio team

Marty O'Donnell
Audio Lead, Sound Design & Original Music · Halo CE
Composer and audio director. Scored commercials and the Myth series with Michael Salvatori before joining Bungie in 2000, then led audio and wrote the music for every Bungie Halo through Halo: Reach, and for Destiny. His GDC 2002 talk, Producing Audio for Halo, is still one of the clearest accounts of how a game's sound is built. "At that time we were supporting the current Creative and Aureal sound cards."
Michael Salvatori
Additional Music · Halo CE
Marty O'Donnell's partner in their Chicago studio and his longtime collaborator from the Myth games onward. Credited for additional music on Halo: Combat Evolved, he co-wrote the scores of the Bungie Halo games and Destiny that followed.
Jay Weinland
Sound Designer · Halo CE
Trained at Oberlin College and Conservatory and taught high-school orchestra before moving into game audio. Audio lead on every Bungie Halo, from Combat Evolved through Halo: Reach, and largely responsible for the series' sound effects with C Paul Johnson. Continued on audio for Destiny, led audio on Battlefield Mobile, and is now an audio director at Sound Lab.
Adam Tewes
Additional Sound · Halo CE
Credited for additional sound on Halo: Combat Evolved, part of the small team that built the game's sound world: weapons, vehicles, foley and ambience. Went on to sound design for the Bungie sequels.
III.BUNGIE 2001 · VOICE

The voices

Steve Downes
Master Chief · John-117 · Halo CE
A Chicago radio host when Bungie cast him in 2001, and the voice of Master Chief in every mainline Halo since.
Jen Taylor
Cortana · Halo CE
Seattle actor and voice performer, cast as Cortana in 2001 and her voice across the series since. Her game work also includes Princess Peach and Toad in Nintendo's Mario games of the same era.
Pete Stacker
Captain Jacob Keyes · Sgt. Stacker · Halo CE
Chicago voice-over actor, known far beyond games as the announcer of Bud Light's Real Men of Genius campaign, and as an announcer for The Oprah Winfrey Show, Comedy Central and CMT. Voiced Captain Keyes, and Sergeant Stacker from Combat Evolved through Halo: Reach.
Tim Dadabo
343 Guilty Spark · Halo CE
Voice of 343 Guilty Spark, the Monitor of Installation 04, in Combat Evolved and the sequels that brought the character back.
Tawnya Pettiford-Wates
Captain Carol "Foehammer" Rawley · Halo CE
Actor, activist and scholar, on the faculty of Virginia Commonwealth University's School of the Arts. Played Dr. Shelvy in the pilot of Twin Peaks, gave the TEDxRVA talk The Naked Truth, and returned as Foehammer in Halo Infinite.
David Scully
Sergeant Avery J. Johnson · Halo CE
Comedian from the Seattle sketch show Almost Live! who voiced Sergeant Johnson, and a number of Elites, from Combat Evolved through Halo 3: ODST. Also heard in F.E.A.R. and MechAssault 2; later left voice acting for writing and design work in technology.
Jeff Steitzer
Multiplayer Announcer · Halo CE
Stage actor and director, artistic director of Seattle's ACT Theatre from 1988 to 1994, later on Broadway in Mary Poppins and Inherit the Wind. He auditioned for Master Chief and was cast as the announcer instead, a role he has kept in nearly every Halo since.
Additional voices
UNSC Marines · Halo CE
Mike Madeoy (Pvt. Bisenti), Mark Dias (Pvt. Mendoza), Chris Wicklund (Pvt. Jenkins), Andrew McKaige (Pvt. Chips Dubbo), and the rest of the cast whose chatter fills Halo's firefights.
IV.BUNGIE 2001 · ENGINE

The engine the audio runs on

Jason Jones
Project Lead · Halo CE · Bungie Co-founder
Co-founded Bungie with Alex Seropian in 1991 and programmed its early games, from Minotaur and Pathways into Darkness to Marathon and Myth. Led Halo: Combat Evolved and remained at the centre of Bungie's projects through Destiny.
Alex Seropian
Bungie Co-founder · 1991
Co-founded Bungie with Jason Jones as a Mac-first developer and ran the company through Marathon, Myth and Oni, up to Microsoft's acquisition in 2000. Later founded Wideload Games.
Chris Butcher
Programmer · Halo CE
Left a graphics PhD in New Zealand to join Bungie in 2000, where he was one of the two AI programmers on Halo: Combat Evolved. Engineering lead on Halo 2 and Halo 3, with further engineering on ODST and Reach.
Mat Noguchi
Programmer · Halo CE
Came to Bungie from Microsoft's Visual Studio team in December 2000. A tools programmer through the Bungie Halo games, he worked on the editors that got content into them, including Sapien, the level editor he is proudest of, which reached players with the PC release's Halo Editing Kit.
Charlie Gough
Programmer · Halo CE
One of the five programmers credited on Halo: Combat Evolved. A UNSC Marine in the game's early marketing was named after him.
Bernie Freidin
Programmer · Halo CE
Halo programmer turned graphics specialist. Credited on Halo: Combat Evolved and in engineering on Halo 2, then rendering engineering on Star Wars: The Force Unleashed, senior programming on L.A. Noire and Grand Theft Auto V, engineering on Halo: The Master Chief Collection, and senior graphics programming on the MLB The Show series.
Matt Segur
Programmer · Halo CE · Audio engine
Engine programmer on Halo: Combat Evolved. Marty O'Donnell has said that he programmed the game's audio engine: the code that plays, places and mixes every sound Bungie's audio team authored. A UNSC Marine in the E3 2000 demo was named after him.
V.BUNGIE 2001 · DESIGN

The rooms the audio fills

Hardy LeBel
Multiplayer Lead Designer · Halo CE
Creative director of Bungie's San Jose office. When multiplayer had been cut, he and Michael Evans brought it back, Evans building the tools and LeBel the maps. He named the core mode Slayer. Contributed level design to Halo 2, then served as creative director on the SOCOM: U.S. Navy SEALs series at Zipper Interactive and multiplayer lead on Far Cry 2. Later wrote a guide to careers in game development.
VI.1998 — 2020 · PARALLEL TRADITION

The other studio that did this the same way

Kelly Bailey
Audio Designer & Composer · Valve
One of Valve's earliest employees and the architect of its audio identity: music, sound design and sound engine work on Half-Life, which shipped in 1998 with both A3D and EAX support, and on the games that followed through Half-Life 2 and its Episodes.
Lakulish Antani
Steam Audio · Valve
Co-founded Impulsonic in 2011 with Anish Chandak while both were PhD students at UNC Chapel Hill, building on the university's research in physically based sound simulation, and led its engineering. Joined Valve in late 2016; Valve acquired Impulsonic in January 2017, and its Phonon library became Steam Audio. "Steam Audio is just the next release of our original product at Impulsonic."
Half-Life: Alyx audio team
Valve · 2020
Mike Morasky (music), Roland Shaw, Dave Feise and Emily Ridgway, who also presented the design of the Valve Index's off-ear speakers. Shipped one of the first major games to use Steam Audio's geometric simulation.
VII.GEARBOX 2003 · WINDOWS PORT

The audio programmer on Halo PC

Scott Velasquez
Audio Programming · Halo PC · Gearbox Software
Credited for audio programming and game programming on Gearbox Software's 2003 PC version of Halo: Combat Evolved: the Windows audio path that every PC player has heard since.
VIII.WESTLAKE 2003 · MAC PORT

The people who brought it to the Mac

Phil Sulak
President · Westlake Interactive
Ran Westlake Interactive, the Austin studio behind many of the era's major Mac conversions, and coded on titles including Halo: Combat Evolved, The Sims and Rise of Nations. Joined MacSoft in a senior engineering role in 2005.
Ken Cobb
Co-founder · Westlake Interactive
Westlake co-founder whose Mac work includes Unreal, Tomb Raider and Halo: Combat Evolved. Joined MacSoft with Sulak in 2005.
Duane Johnson
Programmer · Westlake Interactive
Westlake programmer whose Mac conversions include Halo, Return to Castle Wolfenstein, Medal of Honor: Allied Assault and the Elite Force games, known for his OpenGL and OS X optimisation work. Joined Aspyr's internal studio in December 2003.
IX.2000 — 2003 · PUBLISHING

Bringing Halo to Mac and PC

Ed Fries
VP of Game Publishing · Microsoft
Led Microsoft's game publishing through the launch of the Xbox and the acquisition of Bungie in 2000. When Steve Jobs called Steve Ballmer about the deal, Ballmer sent Fries to calm him; the result was an agreement to bring Microsoft games, Halo among them, to the Macintosh, which Fries presented on stage at a Mac developer conference. "It was a pretty strange time."
Peter Tamte
Bungie EVP → Destineer Founder
Executive vice-president of Bungie before the acquisition. In July 2000 Microsoft announced an alliance with a new company headed by Tamte to bring its key games, Halo included, to the Macintosh. He founded Destineer, which acquired MacSoft in 2003, the publisher of Halo on the Mac.
X.2014 · PRESERVATION

Keeping Halo PC online

Roger "Sawnose" Wolfson
Tester · Halo CE · Bungie
Credited as a tester on Halo: Combat Evolved. When GameSpy announced the shutdown of its master server in 2014, he worked with a small community group to prepare patch 1.0.10, which Bungie released so that Halo PC and Custom Edition multiplayer kept working.
Btcc22, Kornman00 & Technut
Halo PC community · 2014
The community members who worked with Wolfson on the 2014 patch: Btcc22 of HAC2, Kornman00 of OpenSauce, and Technut of the PÕQ clan. Thanks to them and to everyone who has kept Halo PC servers, maps and players going for more than twenty years.

Nothing in this project was anyone's idea first. The work is rendering what they already made.

End of acknowledgments
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