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FYI the resulting product is https://www.newaudiotechnology.com/products/spatial-sound-card-l/ https://www.newaudiotechnology.com/products/spatial-sound-ca...
by fxtentacle 3y ago
FYI the resulting product is https://www.newaudiotechnology.com/products/spatial-sound-card-l/ https://www.newaudiotechnology.com/products/spatial-sound-ca...
(but I moved on to speech recognition a few years ago)
We improved the algorithm to allow for more customization and real time repositioning of the virtual speakers by mathematically decomposing the measured impulse data into components. Also, you need higher order approximations to get great bass, but the usual sources (e.g. my website and Wikipedia) only talk about IRs which are linear multiplications in frequency space.
But the most expensive part needed to turn it into a proper professional product was knowing people and paying for access to Hollywood monitoring studios. Because you want cinema sound, not a realistic approximation of your living room ;)
- xattt 3y agoHow did your algorithm differ from what was offered by Aureal?
- fxtentacle 3y agoI'm not sure there is much overlap and I hadn't heard of them before. Aureal A3D appears to be a method for determinig acoustic reflection, filtering and delay parameters based on in-game geometry. That means they necessarily enforce a mathematical model of how the sound is to be modified or else there wouldn't be fixed parameters to determine. They then apply that to in-game sound sources. So kind of like when you tell Unreal Engine to add reverb to a large room before streaming the data to real physical speakers. This is about accurately simulating a 3D speaker array, so the source audio channels already contain potentially multiple objects with all the reflections, filtering and delays baked in. So kind of like converting real speakers to virtual ones.
- caveman9000 3y agoI still miss my Aureal soundcard. I remember being able to pinpoint where people were in Counterstrike by sound. I have a Steel Series set now and they definitely aren't pinpoint.
- HeWhoLurksLate 3y agoHave you checked your audio settings in CS? I can't remember the names, but the newer audio engine handles spatial positioning bits really well on its own, and sometimes getting reprocessed by something else makes it worse.