Hacker News new | ask | show | jobs
by amiga-workbench 291 days ago
I've often wondered why audio in games never seemed to get back to this kind of realism.

Its shocking how primitive most game engines are with audio processing. You get linear/inverse square falloff on volume over distance and perhaps reverb in some places and that's about it.

2 comments

There's been some efforts to use GPU ray tracing to bring some of it back, IIRC Call of Duty from a few years ago had it, but as you say it hasn't caught on and displaced 'good enough' audio.

I also had a Vortex2 and it's not about requiring a high-end surround system, as I suspect even today there's still a significant amount of players with decent but not high-end audio. I was playing Quake3 with A3D before they patched it out with either basic stereo speakers or headphones and the placement was superb.

We've been using Microsoft's Triton[0] for a few years now on Call of Duty.

[0] https://www.microsoft.com/en-us/research/project/project-tri...

I think there aren't enough folks (including me) with sophisticated enough speaker setups to take advantage of it, limiting the market.

There's only so much you can do with just a left and right speaker and MAYBE a sub.

That said, it does seem like there's new interest in spatial audio, so we'll see. Maybe with some spatial audio headphones, and especially if they add head-tracking so that a sound to your left moves relative to your head (and stationary relative to your body) as you turn your head to face it.