+ with speakers you can move your head relative to the sound source to quickly find out where it's coming from. With headphones you loose that ability.Because we have only two ears!
+ with speakers you can move your head relative to the sound source to quickly find out where it's coming from. With headphones you loose that ability.Because we have only two ears!
Because we have only two ears! 5.1 allows placement of the source sound, but you have to average sounds that come between the speaker positions, and you can't place sounds behind the speaker positions. To do this requires cheats. Well, if you're going to model sound placement, why not do it just for 2 speakers for the two audio sensors that the brain uses? 5.1 Audio is like trying to generate 3D images with 10 images and a lenticular lens instead of using two images, one over each eye. The ability for binaural audio to model spaces and especially upclose sounds (what could be more immersive than a jungle shooter with mozzies buzzing aggravatingly around your head?!) is pretty prefect, in the same way a stereoscopic headset is leaps and bounds a more immersive 3D experience than looking a screen some distance away.
I'm not sure about you but I can move my eyes and head independentlyAnd as long as you have a fixed position display, head-tracking audio seems pointless to me. You're always going to need to be staring forward at the screen!
Sure they work. It's just time for new-and-improved (and cheaper, or better, with only needing two speakers).OK, I see what you were getting at. But I don't really see that as a knock on the headsets themselves. They do what they were designed to do well and their function is dictated by the source material.
More resistant, maybe, but not as bad as wearing glasses I'm sure. People listen to their iPods et al for hours at a time. They needn't be closed off to the outside world either. We don't currently game in silence, so there's no need to enforce silence for future games.The problem I see is that people would be resistant to wearing headsets or even earbuds all the time in the same way that they have proven to be resistant to wearing glasses to watch 3D television. It's more fatiguing and it's also often impractical to completely isolate your hearing from the outside world for an extended period of time.
Nah. That'd be the ultimate, ideal immersion, but you can quickly turn your head to listen in on a sound without really losing anything in the game.And as long as you have a fixed position display, head-tracking audio seems pointless to me. You're always going to need to be staring forward at the screen! It would have to be a package deal with a head-mounted stereoscopic display and that isn't likely to make it into the next gen.
I'm not sure about you but I can move my eyes and head independently
Sure they work. It's just time for new-and-improved (and cheaper, or better, with only needing two speakers).
More resistant, maybe, but not as bad as wearing glasses I'm sure. People listen to their iPods et al for hours at a time. They needn't be closed off to the outside world either. We don't currently game in silence, so there's no need to enforce silence for future games.
Nah. That'd be the ultimate, ideal immersion, but you can quickly turn your head to listen in on a sound without really losing anything in the game.
Someone needs to create a demo at a public show and see what the response is.
So can I but with a small movement of my head I can quickly pinpoint the exact direction of the sound. With headphones (without tracking) it's impossible.I'm not sure about you, but I can hear sounds all around me without turning my head.
So can I but with a small movement of my head I can quickly pinpoint the exact direction of the sound. With headphones (without tracking) it's impossible.
Same as this gen. There's no reason to change. CD/DVD quality audio in the mixing; MP3 audio sources as they are small and stream faster; various output options that are built around the same audio engine. I'm not even convinced a proper spacial audio engine (raytracing for sounds) would be bothered with even if we had the processor cycles to spare, as I doubt many would be in a position to use it and it wouldn't ever be a selling point. Sounds will just be placed with a basic occlusion engine to muffle them a bit.So...... what are devs likely to do next gen? Do we just continue to see the multiple audio options that we currently see in a number of PS3 titles?
I think this is kinda moot. Aren't most sounds loaded as MP3's anyhow? Although I'm curious if audio mixing is done in 16 bit ints or 16/32 bit floats. The latter would be better for quality and just as fast.I don't think we should have a problem finding a cpu core for handling audio. What resolution and sampling rate do PS3 games even use for LPCM?
Yes, but when you want to pinpoint one, you turn your head.I'm not sure about you, but I can hear sounds all around me without turning my head.
I mostly use large open-backed cans. Any in-the-ear phones I've used don't block out background audio either. I don't know what typical gamer use is, but in my sphere of experiences people play games similar to watching TV, so at a volume where they can comfortably hear the game but which doesn't block out background sounds. You can still hear people in the kitchen or the dishwasher or a conversation.It's also a question of volume and how much immersion you really want. That was the goal wasn't it? At how much of a lower volume would I have to listen to my game/movie on a headset than I would from speakers in order to still be able to reliably hear sounds around me, keeping in mind that in order to work at all your headset would be blocking both ears?
Except those players have no reason to look away from the screen as they aren't in a surround-sound environment! Now imagine them playing a horror game, walking through a black and leafy woods. They hear some noises behind them, but they're unsure. They stop moving in the game because that generates sounds. They stop still and listen to the muffled noises around them trying to ascertain if they are little animals or fearsome zombies. At that point, a typical response would be to turn one's head and shift focus from the visual sense to the audio sense. If I'm concentrating on a sound, I'm not paying any attention to what my eyes see (I may even close my eyes), and I'm sure you've experienced similar. I notice I tend to furrow my brow when focussing my hearing.This is what video game immersion looks like and it never involves looking away from the screen. First and foremost we are visually-oriented creatures.
I think this is kinda moot. Aren't most sounds loaded as MP3's anyhow? Although I'm curious if audio mixing is done in 16 bit ints or 16/32 bit floats. The latter would be better for quality and just as fast.
Yes, but when you want to pinpoint one, you turn your head.
I mostly use large open-backed cans. Any in-the-ear phones I've used don't block out background audio either. I don't know what typical gamer use is, but in my sphere of experiences people play games similar to watching TV, so at a volume where they can comfortably hear the game but which doesn't block out background sounds. You can still hear people in the kitchen or the dishwasher or a conversation.
Except those players have no reason to look away from the screen as they aren't in a surround-sound environment! Now imagine them playing a horror game, walking through a black and leafy woods. They hear some noises behind them, but they're unsure. They stop moving in the game because that generates sounds. They stop still and listen to the muffled noises around them trying to ascertain if they are little animals or fearsome zombies. At that point, a typical response would be to turn one's head and shift focus from the visual sense to the audio sense. If I'm concentrating on a sound, I'm not paying any attention to what my eyes see (I may even close my eyes), and I'm sure you've experienced similar. I notice I tend to furrow my brow when focussing my hearing.
It'd definitely work. It wouldn't be as good as a proper head display, but it wouldn't break immersion or be unnatural. And it'd add considerably to the emotive experiences when you can hear shrapnel whizzing past your ear or bees buzzing around.
The high frequencies get destroyed in a high end Tube Amp too, that's why the sound is described as "warmer". The better you reproduce high frequency sound, the colder and more clinical the sound feels, which turns a lot of people off.The high frequencies get destroyed, it's quite easy to spot in a number of tracks, some instruments are either distorted or missing.
Triangles are a good example of instruments suffering from compression, AFAIR.
I wouldn't go through the trouble of ripping all my CD in FLAC if I didn't find it worth it...
There are some folks on AVSForum who _insist_ they can tell the difference between lossless, and losslessly compressed audio, despite the two files being bit-for-bit identical when played.
http://www.avsforum.com/t/350910/beware-wma-lossless-files-are-not just as an example, and it's not the only one.Do you have any links to these crazy individuals posts'?
There was one individual who insisted that simply copying the WAV from one hard drive to another resulted in "jitter" he could hear. This individual was not just some random guy, but a move professional, who insisted that he always received the same hard disk that the audio mix was created on.Imagine my disappointment, when the WMA files, while generally sounding good, definitely had lost the airiness of the original CD and sounded flatter. This was noticeable in vocals, where on the CD I could hear the singer's faint breathing into the mike, but the WMA file had stripped it away. Also WMA stripped away subtle piano, drum etc. decay.
The bottom line for me is that WMA lossless, while "mathematically identical" to the original, is not acceptable for serious music archiving and listening.