Has anyone here ever tried implementing a holophonic algorithm? The only
good 3D sound I have ever experienced (especially with headphones) was
A3D, which is now sadly dead, and EAX/Surround/OpenAL and whatnot sucks.
I know C but holophonic sound is quite a bit over my head, as it’s more
of DSP, not to mention a bit more advanced than other normal C stuff.
There isn’t much on the net about this either, apart from a few articles
describing holophonic audio.
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I don’t think holographic audio has been tested very thoroughly for side
effects, it could cause brain hemorrhages or trigger epileptic siezures
or worse, it could cause everything to sound like techno
I’m gonna stick with good old fashion “binatural” audio until the coast
Brain hemorrhages? You gotta be kidding me. It’s just audio, not black
I tried some recordings of holophonic sound online and wasn’t very
impressed - it’s claimed to be much more realistic than binaural (btw:
not “binatural”) audio, but I didn’t hear much of any difference between
the two. Holophonic audio seems to be based on pseudoscience anyways.
I’m not sure how much computation it takes to render binaural recordings
from synthetic sound sources - i.e. whether it would be fast enough to
do in real-time in a game or not. It’s worth looking into; there are
probably some academic papers about it.
I would have said loss of motor skill, but you need those for game
Maybe you can combine this technology into a single unit with a VR
headset that fires
into your eyes.
I’m sure this device would demand a hefty price on the black market and
with hardcore gamers.
“Binaural,” thanks spell checker.