4 ms·
> encode a potentially large number of discrete channels and their positions in 3D space This does seem like a lot - but at the same time, it doesn’t seem like
by Shish2k 6y ago
> encode a potentially large number of discrete channels and their positions in 3D space
This does seem like a lot - but at the same time, it doesn’t seem like much compared to the advances in graphics over the past decades? I feel like if audio had kept up with video, we should have an equivalent to Physically Based Rendering / raytracing by now...
- jasonwatkinspdx 6y agoI straight up blame Creative. They stagnated any innovators/challengers back in the sound card era, set the outline of how game audio apis work, then became irrelevant. Aureal was shipping technology superior to what we have today 25 years ago. It'd be trivial to do what they were doing in software today. I really wish someone like MS would step up here and show some leadership by just shipping a spatial audio API in directx that's closer to what's actually possible.