I'm not sure there is much overlap and I hadn't heard of them before.
Aureal A3D appears to be a method for determinig acoustic reflection, filtering and delay parameters based on in-game geometry. That means they necessarily enforce a mathematical model of how the sound is to be modified or else there wouldn't be fixed parameters to determine. They then apply that to in-game sound sources. So kind of like when you tell Unreal Engine to add reverb to a large room before streaming the data to real physical speakers.
This is about accurately simulating a 3D speaker array, so the source audio channels already contain potentially multiple objects with all the reflections, filtering and delays baked in. So kind of like converting real speakers to virtual ones.
Aureal A3D appears to be a method for determinig acoustic reflection, filtering and delay parameters based on in-game geometry. That means they necessarily enforce a mathematical model of how the sound is to be modified or else there wouldn't be fixed parameters to determine. They then apply that to in-game sound sources. So kind of like when you tell Unreal Engine to add reverb to a large room before streaming the data to real physical speakers.
This is about accurately simulating a 3D speaker array, so the source audio channels already contain potentially multiple objects with all the reflections, filtering and delays baked in. So kind of like converting real speakers to virtual ones.