There are several reasons spatial audio never really took off before, besides the bickering companies. If you wanted spatial audio in your game, you'd have to build and tune a whole separate soundstage for it, because it'd also need to work for people with simple stereo systems. VR doesn't have that issue, since using a headset is expected, and you have head tracking by default.
[QUOTE=J!NX;51865377]Dishonored 2 was amazing but one thing I noticed is that the audio design isn't existent
I could hear things above and below me and it seemed like they were in the same room as me even though they were basically in an entire different section
fucking beyond jarring[/QUOTE]
It's one of my biggest problems with Doom 2016, for how good a game it was. Directional sound was bad since it always sounded like attacks and demons were opposite of where they really were, and if you were in a room with the Possessed zombies, their constant growling was pretty much an assault on the ears because it flooded the audio. Not to mention sometimes it felt like the audio was a bit underwhelming or perhaps didn't play quite right.
Fucking finally.
It's about time positional audio started getting better.
Too bad the occluded signal is just a full wet reverb and doesn't pan at all when the camera turns.
[QUOTE=simkas;51865348]Watch the second video. First one has indirect audio turned off.[/QUOTE]
It still sounds like it has no gradual amplification from gaining or losing distance.
[QUOTE=Rocâ„¢;51866066]It still sounds like it has no gradual amplification from gaining or losing distance.[/QUOTE]
Yes, I don't think sounds are supposed to sound like in a cavern when you go around a corner 5 meters away, but it's still a step in the right direction I guess
[QUOTE=bilbasio;51866280]Yes, I don't think sounds are supposed to sound like in a cavern when you go around a corner 5 meters away, but it's still a step in the right direction I guess[/QUOTE]
Guys, the effect is amplified for the sake of demonstration :v:
[QUOTE=Lyokanthrope;51866292]Guys, the effect is amplified for the sake of demonstration :v:[/QUOTE]
Oh ok that makes sense then, would've been great to get a better example than a small room with 1 corner but I don't doubt we'll see plenty more example coming in the next weeks.
[QUOTE=bilbasio;51866303]Oh ok that makes sense then, would've been great to get a better example than a small room with 1 corner but I don't doubt we'll see plenty more example coming in the next weeks.[/QUOTE]
Yeah, I wanna see a 'proper' implementation myself. I give it a week until someone hacks it into a Quake source-port.
[QUOTE=Aphtonites;51865365]I wonder how long it'll take for this to follow the same fate as Source Filmmaker and inexplicably be used for greasy vidya porn :v:[/QUOTE]
Well, we've already got VR porn games, so I imagine it'll be used for that in just a few weeks at most.
[QUOTE=Lyokanthrope;51866309]Yeah, I wanna see a 'proper' implementation myself. I give it a week until someone hacks it into a Quake source-port.[/QUOTE]
Here's an earlier demo from Impulsonic before Valve bought them. I imagine it'd sound kinda close to this
[media]https://www.youtube.com/watch?v=p6MlMn5g0FM[/media]
[QUOTE=Intoxicated Spy;51865335]I think audio in games is more important than graphics, so this is fucking great.[/QUOTE]
strongly disagree, audio technology only really can get as close to real life as possible but graphics is much more complex and can be expressed in many different ways, "good" 3d graphics can be both interpreted as photo realism or how accurate it is in emulating or achieving a certain style, such as mimicking the look of a 2d animation in real time
I'm really curious to know how this + source 2 will work with sounds travelling through different materials. Like how a closed door or a simple wall muffles high-frequency noises.
Sound design is something that brings the immersion more to life then having super high quality graphics. Take Bloodborne or Battlefield for example, glad to see new technology being made to improve it even further :dance:
[QUOTE=Megalan;51865669]:v:[/QUOTE]
Reminds me lot of their employee description list on their website.
[QUOTE=Kazumi;51868337]I'm really curious to know how this + source 2 will work with sounds travelling through different materials. Like how a closed door or a simple wall muffles high-frequency noises.[/QUOTE]
Well Dota 2 doesn't have much in the way of doors and walls, so either they will implement if further into CSGO, or some of those new projects they mentioned will showcase it in some way.
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