Why are there almost no games that use 3D positional audio?
I've found the following, and it really does sound great:
[url]http://twobigears.com/index.html[/url]
Just download this, put on some headphones: [url]https://twobigears.com/store/?wpdmact=process&did=MTAuaG90bGluaw==[/url]
Does anyone know any games that use these head related transfer functions? (I know that you can enable it on OpenAL games, but these are far and few between)
I could be wrong, but don't you already get a similar effect when you have a 5.1 or 7.1 surround setup and enable that when playing games? Not to mention some programs like Dolby Home Theater or DTS have virutal surround encoders for headphones that, when coupled with enabling surround sound in games, produces quite the realistic surround sound/3D sound environment. The only thing that still hasn't been done quite right is sound coming from above or below the player, which is probably much more difficult to do.
I think it will become commonplace when VR is an established platform. But for now most games are engineered for speakers, and afaik binaural audio doesn't work on speakers
[QUOTE=Lordgeorge16;45852785]I could be wrong, but don't you already get a similar effect when you have a 5.1 or 7.1 surround setup and enable that when playing games? Not to mention some programs like Dolby Home Theater or DTS have virutal surround encoders for headphones that, when coupled with enabling surround sound in games, produces quite the realistic surround sound/3D sound environment. The only thing that still hasn't been done quite right is sound coming from above or below the player, which is probably much more difficult to do.[/QUOTE]
This works with any stereo headphones, without the need for any special encoder, and gives about the same or even better results.
Don't all of Valve's games have audio based on 3D position?
There can be a few reasons.
1. Lack of demand
2. Difficulty to implement (Processor heavy?)
Most 3D Games have their own in game 3d audio environment to mimic how our ears hear it. If they accurately do it is a whole other topic.
They will either just alter the playback between left and right audio channels, but this isn't particularly pleasing to listen to.
So far the Source engine does a decent job, but our ears are complicated, and the technology will get better and more precise in games as the science behind human audition gets better.
For example, when hearing something to the left of us, our brain doesn't just determine which ear the sound is louder in; it will process the differences in [B]time[/B] that it takes for that sound to hit both ears, the differences in volume, pitch, and the angle in which the sound hits the outer ear.
In game all the engine will do is apply a volume mask to a sound event and it will play to both ears at the same time. Although we can't emulate the other properties we use to hear, we could still emulate time differences so our brains can calculate the audial shadow, making it more immersive.
[QUOTE=Karmah;45854015]Most 3D Games have their own in game 3d audio environment to mimic how our ears hear it. If they accurately do it is a whole other topic.
They will either just alter the playback between left and right audio channels, but this isn't particularly pleasing to listen to.
So far the Source engine does a decent job, but our ears are complicated, and the technology will get better and more precise in games as the science behind human audition gets better.
For example, when hearing something to the left of us, our brain doesn't just determine which ear the sound is louder in; it will process the differences in [B]time[/B] that it takes for that sound to hit both ears, the differences in volume, pitch, and the angle in which the sound hits the outer ear.
In game all the engine will do is apply a volume mask to a sound event and it will play to both ears at the same time. Although we can't emulate the other properties we use to hear, we could still emulate time differences so our brains can calculate the audial shadow, making it more immersive.[/QUOTE]
This confused me. The time delay is what makes us perceive the sounds "location", and that's exactly what's being done in the 3D audio. And it sounds true-to-life. How will that be difficult to do in video games?
[QUOTE=Cabbage;45854381]This confused me. The time delay is what makes us perceive the sounds "location", and that's exactly what's being done in the 3D audio. And it sounds true-to-life. How will that be difficult to do in video games?[/QUOTE]
There's more to it then time delay. Otherwise something above you, in front of you and behind you would sound exactly the same.
I wish more games did it better. Closest game i had that could fully utilize my 5.1 setup would be STALKER: Call of Pripyat with Misery 2.1. It was also a single sound as well, a mosquito buzzing. It was so convincing that i felt the little bastard in my ear and initially thought it was real.
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