"Can choose" is more flexible.
Does game audio without your own voice chat make sense ?
In addition, Kinect has a 4-channel beam forming microphone with multiple antennas to direct the audio signal where you want it to go. So games and other apps can direct audio in the direction of a specific person.
What’s that? You’re proud of your nice 5.1 surround sound set up? Think it gives you that ‘real life’ feeling? Well, think again. Tuyen Pham, CEO of A-Volute: 3D Sound Projects, says ‘The effect of 3D sound is astonishing’. The general concept is that a rack of 16 focussed speakers projects sound at you and, linked to Kinect 2.0 and Augmented Reality, reacts to your head movements, changing the sound projected. While, by Pham’s own admission, ‘the hardware components…are still too expensive to be used in consumer products’ Microsoft Research has already developed and presented their own sound prototype for this set up, meaning a consumer-grade 3D sound set up is at least a strong possibility. Indeed, when pressed further, Pham was only able to say ‘after checking with our legal department I can’t disclose that [who they are working with]. We’re working with a gaming company, but the information I could give is under NDA [Non-Disclosure Agreement]’, which does sound rather promising.
Infamous devs speak about in game audio
The sexiness of ambient sound design: How inFamous: Second Son leverages next-generation audio
http://penny-arcade.com/report/arti...design-how-infamous-second-son-leverage-next-
An Xbox One launch title has had its audio completely redone after Microsoft Studios audio leads decided it was not up to standard.
Microsoft Studios audio director Paul Lipson let slip the comment during a discussion about how platform holders are handling sound production for the next generation.
“We did the full lobotomy,” he told the audience at Game Music Connect in London, which Develop was part of.
Lipson would not be drawn on which launch title specifically he was referring to, but emphasised that Microsoft’s internal audio team has had to step in to rescue the title.
Lipson’s job at Microsoft involves hiring and managing teams of composers and sound experts for its first-party studios and external third-party studios worldwide.
He said one of his first jobs when visiting a studio that’s partnering with Microsoft is to assess its audio team to see if it meets Microsoft’s standards.
“We have teams of 15 audio guys,” explained Lipson, and if a project calls for it, he said he will assign that many sound specialists and composers to projects.
An Xbox One game has "redone" its audio:
http://www.develop-online.net/news/45304/Xbox-One-launch-title-gets-total-audio-overhaul
It also could be Ryse
Lipson’s job at Microsoft involves hiring and managing teams of composers and sound experts for its first-party studios and external third-party studios worldwide.
That may be 2nd party - third parties hired by MS to make a game. I question if MS flies around helping every single developer improve their audio including for cross-platform titles (although improved audio could be exclusive to XB1).
As for helping things improve on rival platforms though, if the audio engineers are working on capturing and authoring sound as well as the technical aspects of playing it, the content can be used on any platform. How would that be handled then? Would the developers be sworn to only include the better audio samples on the XB1 version?
What you say about using hardware and faster CPU is true for cross-platform development, but I don't see where the Audio Ninjas come in to that. Devs will be using the audio block anywhere, and the faster CPU. Unless the Audio Ninja's are piling on the audio, which is possible, to effectively add more than other platforms can fairly cope with.So anything common to both platforms (resampled audio, for example) would carry across. If they helped offload audio to the audio block, however, that wouldn't carry across...
What you say about using hardware and faster CPU is true for cross-platform development, but I don't see where the Audio Ninjas come in to that. Devs will be using the audio block anywhere, and the faster CPU. Unless the Audio Ninja's are piling on the audio, which is possible, to effectively add more than other platforms can fairly cope with.