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> I get it. If spatial audio needs hardware support on the playback Does it? If you assume that 99% of the time I am looking at the screen and just do that doe
by kevincox 6y ago
> I get it. If spatial audio needs hardware support on the playback
Does it? If you assume that 99% of the time I am looking at the screen and just do that doesn't it provide basically perfect audio? Until very wide-FOV screens become common place it doesn't seem like you need to know where I am looking, it is within a couple of degrees from the center of the screen.
- bfieidhbrjr 6y agoThe point is to make it sound like you're in a 5.1 home theater so if you turn your head you should hear different things.
- kevincox 6y agoMy point is that this seems like a very very small loss.
- _flux 6y agoMight be bigger than you think. Apparently people who use Realiser A16 have experienced the very same effect: once you fool the brains that speakers are stationary, you get a much more convincing effect about actually being in a studio. But that device also has other tricks in its sleeve.
- andiareso 6y agoI'm not sure entirely, but IIRC it uses a chip to position the headphones spatially. Without the chip, the headphones wouldn't know which direction to set as "north" even with a gyroscope. Found link: https://locatify.com/blog/what-is-the-new-apple-u1-chip-and-why-is-it-important/ https://locatify.com/blog/what-is-the-new-apple-u1-chip-and-...