Due to the release of Windows Vista in 2007, which deprecated the DirectSound3D API that EAX was based on, Creative discouraged EAX implementation in favour of its OpenAL-based EFX equivalent – though at that point relatively few games used the API.
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.
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).
Further additions include smooth changes between EAX environment presets and audio occlusion effects (simulating a wall between player and sound source).
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.
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.
When Windows Vista discontinued DirectSound3D, Creative made a software package called OpenAL which allows many Windows EAX-carrying games to play software and hardware (soundcard driven) mode EAX with varying success.
Also known as Sound Blaster Audigy ADVANCED MB, it is similar to Audigy 2 SE, but the software supports EAX 3.0, which supports 64-channel software wavetable (sample-based synthesis) with DirectSound acceleration, but without hardware accelerated 'wavetable' sample-based synthesis.