What's really sad is that I'm pretty sure I've had all those cards in my PCs over the years.
What's really sad is that I'm pretty sure I've had all those cards in my PCs over the years.
OpenAL Soft is an LGPL-licensed, cross-platform, software implementation of the OpenAL 3D audio API. It's forked from the open-sourced Windows version available originally from the SVN repository at openal.org.
OpenAL provides capabilities for playing audio in a virtual 3D environment. Distance attenuation, doppler shift, and directional sound emitters are among the features handled by the API. More advanced effects, including air absorption, occlusion, and environmental reverb, are available through the EFX extension. It also facilitates streaming audio, multi-channel buffers, and audio capture.
So at the end of a second, if you have a convoluted enough audio graph, you have mixed 4000 voices of 48000 samples in that second. So #1 in your example above.
So in your opinion it should be easier for a game to get "3D" sound with a pair of headphones (any special requirements) compared to a proper calibrated HT 5.1 setup?
Cost I suspect. Convolution is a high bandwidth memory heavy effect. I know folks wanted something like that, but it just didn't pan out with the budgets (memory/bandwidth/transistor) they had. As for why they chose the individual effects they did, your guess is as good as mine. Probably better. Some of it was because XAudio2 supports them, but other than that I have no clue. Maybe games use a lot of EQ-type stuff, and they wanted to make it easier than chaining three SVF together?I assume the same is true for all the other modules in SHAPE. I'm abit curious regarding the thoughtprocess behind the inclusion of both EQ/CMP and FLT/VOL, since they both perform similar functions if we go by the information from Vgleaks. Any particular reason why MS didn't include a convolution module instead of FLT/VOL, as an example?
I know I'm late, and you didn't ask for my opinion, but I find this subject interesting.
Short version: It's complicated. Speakers get us semi-decent 3D soundscapes, and use hardware that many people already own. Headphones have the potential to get us all the way to "photo-realistic" soundscapes, but require some additional hardware and software that aren't as common. Non-existent, even.
Long version: It's complicated. Headphones are a much "easier" (cheaper, simpler, more self contained) route to a realistic soundscape than a sparse speaker array could ever hope to be. Speakers (and the rooms they inhabit) just add too many complications (and wires!) to the equation.
But surround sound speakers work great, right? Stuff that's supposed to be behind you really sounds like it's behind you. Up and down? Not so much. You can even turn your head slightly to further localize sounds. Also, it works (kinda) for everybody in the room. And you don't have to wear anything on your head. You can see why it's a popular way to go.
On the other hand, with headphones, you don't have to worry about the in-room interactions of several speakers. And you don't have to slice a perfectly good spherical soundscape into 5 or 7 irregularly sized wedges, use panning between each wedge-center, and then hope those wedges roughly correspond to wherever the user has actually placed his speakers. Let's not even think about level and EQ issues between the speakers. With headphones, you only have to worry about two channels of audio, and those two channels directly map to two "virtual ears" that have been virtually duct taped to the virtual camera which conveys the game graphics. It's all very simple, conceptually. You just figure out what each ear should be hearing, based on its location and orientation. Speaker location doesn't come into it.
Are there problems? Yes. Two main ones: Head tracking, and good Head Related Transfer Functions (HRTF).
You need head tracking, so when you turn your real head, the soundscape doesn't just move with it. With actual speakers, moving your head "Just Works" in large degree. With headphones, it doesn't. The world "feels inside your head", and to some degree that's because it's clearly moving with your head. This destroys a big chunk of the realism headphones can convey. Luckily, head tracking is enjoying a bit of a resurgence lately, what with Kinect, and due to the hubbub around the Oculus Rift. If (head mounted) VR catches on, the audio side of things will just happen. However, I haven't seen any efforts to attach a cheap inertial tracker to a pair of headphones and then pass the calculated head orientation info back into a game. (I guess the TrackIR sort of does this, again as a side effect of doing a video thing.) That'll probably never happen "just for audio", since it would require so much cooperation between hardware and software makers. So, either head-mounted (visual) VR happens, and gets us "virtual audio" as almost a side effect, or we will probably just have to continue to go without.
HRTF is some sort of filtering magic that makes things sound like "they're coming from behind you", or "coming from above". We all use this magic when navigating through the real world, and out there the filtering happens as a result of sound refracting around our heads, and the shape of our outer ears. Since not everyone has the same ear/head shape, HRTFs aren't one-size-fits-all either. But I think they're probably pretty close. We can probably get by with a shared HRTF. Like I said, the whole "cocking your head to figure out where a sound is coming from" thing works pretty well on its own. If we get head tracking working well, having a perfect HRTF may not be as crucial.
It could be that the best we'll get is virtualizing channels with an outboard processor, like we have now. But that would at least make head tracking viable without support from the game, and with enough channels, it could be more than a crude approximation.
7.1 is still just a flat plane, but HDMI 2.0 supports 32 channels, so there's a chance we'll eventually get some discrete height channels added to the mix. Can the Xbox audio block support more than 7.1 though?
Quite possibly. I use one of those outboard processors myself. One of those Astro Mixamp thingies. It just seems like such a waste of effort to start with a (presumably) "full 3D" soundscape, then slice it up into discreet channels, and then smush them back together into a "continuous" soundscape, to which you then apply an HRTF. I mean, it's better than nothing, but it seems so inelegent.
Perhaps not as easily. I dunno. Aren't there some alternate 7.1 schemes that give up rear channels to add some height? Maybe that would work. You would need head tracking on the phones to make that worthwhile I bet. Or not. For me, the HRTF cues never seem to work very well. (It's hard to tell front from back, but I haven't had the chance to try out up/down cues very much.) Even the famous barbershop recording doesn't do much for me.
I think you misunderstood what I said. What I was really saying was that due to in-order, pipeline stalls, and other design elements of the XCPU, it's supposed 100GFLOPS is really only about 20GFLOPS when you profile real code. The hotchips presentation pegged the Shape block at 18G Ops (they can't use flops, it's an integer pipeline ). Creative would have called it an 18000 MIPS chip, compared to their X-Fi's 10000 MIPS. When you include all the housekeeping the ACP does, it adds up quite quickly.
When we verified the functions of the chip, we compared the output of our 32 bit float reference blocks to the output of the chip using the same input. The outputs are exactly bit-equivalent. That's not really a surprise, since the blocks were designed from our reference pipeline.
Well I'm glad my Christmas present that year helped keep you employed !!!!
What's really sad is that I'm pretty sure I've had all those cards in my PCs over the years.
Are there problems? Yes. Two main ones: Head tracking, and good Head Related Transfer Functions (HRTF).
You need head tracking, so when you turn your real head, the soundscape doesn't just move with it. With actual speakers, moving your head "Just Works" in large degree. With headphones, it doesn't. The world "feels inside your head", and to some degree that's because it's clearly moving with your head. This destroys a big chunk of the realism headphones can convey. Luckily, head tracking is enjoying a bit of a resurgence lately, what with Kinect, and due to the hubbub around the Oculus Rift. If (head mounted) VR catches on, the audio side of things will just happen. However, I haven't seen any efforts to attach a cheap inertial tracker to a pair of headphones and then pass the calculated head orientation info back into a game. (I guess the TrackIR sort of does this, again as a side effect of doing a video thing.) That'll probably never happen "just for audio", since it would require so much cooperation between hardware and software makers. So, either head-mounted (visual) VR happens, and gets us "virtual audio" as almost a side effect, or we will probably just have to continue to go without.
The EMU8000 is one of my favourite chips ever. I listened to many MIDI files with a Sound Blaster card back then. The quality isn't up to today's standards but that was a fine synthesizer for its time.I remember that time very fondly. I worked for Creative during the SB16-SBAWE64 time-frame. A great time to be in the business & a gamer.
Tommy McClain
By dynamic sounds you mean 3D sound? I wouldn't write them off yet. I kinda agree with Microsoft engineers, the PS4 has some extra CUs it might not need in some cases in order to keep things balanced.I wouldn't count Nvidia out for long, it doesn't take much for them to match AMD and MS.
PS4 though, seems they missed the boat with dynamic sounds. Will likely be canned stuff for them.
The EMU8000 is one of my favourite chips ever. I listened to many MIDI files with a Sound Blaster card back then. The quality isn't up to today's standards but that was a fine synthesizer for its time.
I remember I burnt the motherboard of my first PC when I installed the SoundBlaster AWE32 soundcard... I was so anxious so excited to try it that I forgot to remove the screwdriver from inside the case.
Luckily for me the soundcard survived.
Thanks! Aw, Christmas time at Creative. Those were the days I wanted to just kill myself. LOL You didn't happen to call support did you? That's what I did. Would have been funny if we actually talked. LOL BTW, most of my time there was spent supporting their whole product line(not just soundcards & CDROM drives) in OS/2, Windows NT & Windows 95(beta & 4 months after it shipped). Good times.
What's more sad is having every one of those cards at the exact same time and running benchmarks on them for a couple days & then putting them back in their boxes so they could collect dust on a shelf for a couple years only for them to later all get ruined by a flood in a storage unit years after that. Yeah, I wasn't too happy about that. LOL
Tommy McClain
HRTF is similar for many people, but not all. For best results, I think a library of transfer functions would be needed with a setup process allowing a best match to be made on a per gamerID basis.
Maybe even more importantly, good HRTF emulation relies on in-canal transducers so that the physical HRTF of your head and pinnae are bypassed and thus not superposed on what you are trying to emulate. There is a wide variety of headphones/earbuds out there, and for a game to really be convincing in emulated 3D sound via headphones, assuming the HRTF is a reasonable match for a large proportion of users, some standardization in headphone design is necessary.
If HRTF demo material hasn't worked well for you, try another headphone style and see if that makes a difference.
You could say a developer could just take whatever they get with some average HRTF and whatever headphones gamers use, figuring the result would still be an improvement over current status quo... but then you can say the same thing about the variety of soundbars, 5.1, 7.1 etc surround setups gamers are liable to have.
Both approaches require some level of standardization. Personally, I'd rather go for physical speakers. Headphones will never recreate the visceral impact that comes from good full range loudspeakers, loudspeakers do not require HRTF or head tracking to work, headphones for me are a bit uncomfortable after a while, headphones for me reduce the social aspect of gaming unless you are an online only kind of lone gamer... Not to mention kinect might be useful for surround loudspeaker setup and optimization if MS were smart about it (such as requesting the user complete a setup process where kinect was placed at the gamers head position facing the display to map speaker locations, distances, levels, frequency response, and if MS were really clever also calculating the ETC for each channel and compensating for some room interaction effects...).
I know I'm late, and you didn't ask for my opinion, but I find this subject interesting.
Short version: It's complicated. Speakers get us semi-decent 3D soundscapes, and use hardware that many people already own. Headphones have the potential to get us all the way to "photo-realistic" soundscapes, but require some additional hardware and software that aren't as common. Non-existent, even.
Long version: It's complicated. Headphones are a much "easier" (cheaper, simpler, more self contained) route to a realistic soundscape than a sparse speaker array could ever hope to be. Speakers (and the rooms they inhabit) just add too many complications (and wires!) to the equation.
But surround sound speakers work great, right? Stuff that's supposed to be behind you really sounds like it's behind you. Up and down? Not so much. You can even turn your head slightly to further localize sounds. Also, it works (kinda) for everybody in the room. And you don't have to wear anything on your head. You can see why it's a popular way to go.
On the other hand, with headphones, you don't have to worry about the in-room interactions of several speakers. And you don't have to slice a perfectly good spherical soundscape into 5 or 7 irregularly sized wedges, use panning between each wedge-center, and then hope those wedges roughly correspond to wherever the user has actually placed his speakers. Let's not even think about level and EQ issues between the speakers. With headphones, you only have to worry about two channels of audio, and those two channels directly map to two "virtual ears" that have been virtually duct taped to the virtual camera which conveys the game graphics. It's all very simple, conceptually. You just figure out what each ear should be hearing, based on its location and orientation. Speaker location doesn't come into it.
Are there problems? Yes. Two main ones: Head tracking, and good Head Related Transfer Functions (HRTF).
You need head tracking, so when you turn your real head, the soundscape doesn't just move with it. With actual speakers, moving your head "Just Works" in large degree. With headphones, it doesn't. The world "feels inside your head", and to some degree that's because it's clearly moving with your head. This destroys a big chunk of the realism headphones can convey. Luckily, head tracking is enjoying a bit of a resurgence lately, what with Kinect, and due to the hubbub around the Oculus Rift. If (head mounted) VR catches on, the audio side of things will just happen. However, I haven't seen any efforts to attach a cheap inertial tracker to a pair of headphones and then pass the calculated head orientation info back into a game. (I guess the TrackIR sort of does this, again as a side effect of doing a video thing.) That'll probably never happen "just for audio", since it would require so much cooperation between hardware and software makers. So, either head-mounted (visual) VR happens, and gets us "virtual audio" as almost a side effect, or we will probably just have to continue to go without.
HRTF is some sort of filtering magic that makes things sound like "they're coming from behind you", or "coming from above". We all use this magic when navigating through the real world, and out there the filtering happens as a result of sound refracting around our heads, and the shape of our outer ears. Since not everyone has the same ear/head shape, HRTFs aren't one-size-fits-all either. But I think they're probably pretty close. We can probably get by with a shared HRTF. Like I said, the whole "cocking your head to figure out where a sound is coming from" thing works pretty well on its own. If we get head tracking working well, having a perfect HRTF may not be as crucial.
What do you mean "even though"? Sony makes some damn good electronics.Thanks, cleared a few things up for me. The Onkyo receiver i have now actually support "height" for the speakers. It's pretty interesting that after we had sound from behind we know have sound from above
My HTF is to small and the wall is 100% covered by my PJ. So i just settle for 5.1 (Audyssey corrected)
I am considering this as my next Headset for gaming.. it seems to offer value for money, even though it's from sony..
http://www.digitaltrends.com/gaming...views/sony-pulse-review-ps3-elite-edition/#/5