On 2012-10-05, Richard Furse wrote:

To be honest, low order hasn't been a massive priority for gaming/VR - on most modern boxes we're rendering and decoding at fourth order, so all the cool new stuff is enabled.

Tell me... In games most of the individual sound sources, apart from general ambience, seem to be well placed monophonic ones, fed from a single channel. So in essence, they are "encoded" at infinite order. Has anybody done any work on how to overlay such sources optimally against a lower order, perhaps recorded, background?

There has been some talk about mixed order playback in the past, and it's always ended up with somebody saying that different orders don't really mesh too well. So, how well *can* they mesh, given that the stuff games put out are grossly higher sampled in direction than any realistic playback rig? Any ideas of how to efficiently spatially sample them back to the rig geometry, and regularize the decoding problem?

That said, IMHO single-band decoding is practical/robust at low orders; there's not really enough spatial information to do anything too clever, unless you're happy with a rather small sweet spot.

And yet, there is usually but a single listener for a single game. If there are multiple, several ones, then you could potentially optimize for each of them at the same time, at least in the direct sound FX, if not the rolling ambience -- which will tend to be phase randomized in any case so that it sounds the same even off-centre. Is there any research anywhere in that vein?

A good compromise might be to provide an extra, more "Classic" decode option, which we've actually been meaning to spend some time on this year, but various other things have jumped the queue...

Sounds cool. (And sorry, I'm working through one *nasty* backload of posts. Once again.)
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