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The tech side seems mostly solved as of the late 90s/early 00s--look at A3D, EAX, etc. The production side is tricky and expensive, though, and can be hard for
by angersock 13y ago
The tech side seems mostly solved as of the late 90s/early 00s--look at A3D, EAX, etc.
The production side is tricky and expensive, though, and can be hard for indie teams to get right unless they've got a lot of experience.
What makes you ask this question?
- nunodonato 13y agowell, I'm making something with binaural audio, and I keep wondering why is this not used more frequentely in games, for example. Heck, even mainstream stuff like Unity3D doesn't support spatial sounds. There's a huge untapped potential in this technology, the realism of sound should be the same as the realism we have in graphics and physics. Sound IS physics. All the 3 should be developed in order to bring more realism to computer experiences. I see lots of new stuff coming out in everything, except sound.
- angersock 13y agoHow do you differentiate between binaural and spatial and 3D? I'm pretty sure this has been around for a while, though perhaps by another name.
- nunodonato 13y agobinaural and spatial is the same, 3d is quite different and really nothing compared to real spatial sound. check the link I left in my other comment, I explain the differences there. but wikipedia will probably do a good job too. after you understand that, you'll see why i'm asking the question, sound tech is really behind