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by stevenwoo
3338 days ago
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Pretty much every third party sound library for games implements 3D audio support (commercial ones probably for the last 10 years or more) but in order to use more than just the spatial sound source location/user facing vector requires inputting the material types/locations/sizes/audio properties for everything in the game world (to calculate audio propagation loss/occlusion) and using a certain percentage of cycles per frame to this - not everyone chooses to dedicate this much work to audio or has the extra CPU cycles to do this after graphics/physics. Also they have to be able to support simulating the head transfer function via speaker (many possible configurations) or headphone so that's doubled or tripled the amount of QA for audio sfx instead of relying on a VR headset for a standard setup for VR, in addition to possibly adding some sort of customization for each individuals head transfer function. If your games don't really use it, it's because the developer didn't have the time/money/CPU budget for it because it probably wasn't a key feature. Not sure what is different about Google's offering in VR space versus tradtional game audio engines here. |
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Do you mean head related transfer function ? As in https://en.wikipedia.org/wiki/Head-related_transfer_function ? HRTF would be practically impossible to do with speakers in a room.