From a game design perspective, there will eventually be simplified versions of audio customization applying these principles. Similar to how visual character selection or creators have varying...
From a game design perspective, there will eventually be simplified versions of audio customization applying these principles.
Similar to how visual character selection or creators have varying complexity. Right now, few games use a HRTF for audio, but it will be more and more common. Eventually games will include selectable presets, so users can pick the best HRTF match for them.
The next evolution is allowing the user to select from basic inputs (ear shapes, height, width, inner width) and generate a custom HRTF. That would cover the majority of uses for anyone that cares enough to adjust the presets, and is close to parity with visual custom character creators.
Some games have experimented with "scanning in" your own face to use on the character, with varying levels of success. I'm sure some games or experiences will attempt a version of that for audio personalization, but I don't know if it would be a noticeable improvement for most people.
I'm betting it'll happen on an OS level, personally. iOS has a "personalized spatial audio" thing with AirPods that automatically handles ear shape and all that, and I could easily see that...
I'm betting it'll happen on an OS level, personally. iOS has a "personalized spatial audio" thing with AirPods that automatically handles ear shape and all that, and I could easily see that expanding to other headphones and platforms.
There are definitely a lot more options now for OS or hardware-enhanced spatialized audio. Google has their own automatic spatialization for Android using Pixel Buds. I actually have a pair of...
There are definitely a lot more options now for OS or hardware-enhanced spatialized audio. Google has their own automatic spatialization for Android using Pixel Buds.
I actually have a pair of Buds and several AirPod gens, I'm interested in eventually using them as a VR headset alternative. Google has not opened up APIs, while there are some examples of game head tracking with AirPods.
Unfortunately there are some limitations to relying on hardware/OS. It limits your target audience if you require a specific model of headphones or phone, or you have to gracefully degrade the experience when the best hardware is not available.
The results of OS spatialization will also have fidelity problems. A game outputting stereo, pan-based "3D" sound, converted to spatialized/HRTF, will not be as precise as spatialized output directly from the game, using exact angles and distance.
Not to say the OS level is a bad thing. I have Atmos active on my PC to spatialize game audio, and most of the time it does well at enhancing the position of sources. I've also run it on top of already-spatialized games and rarely have problems.
From a game design perspective, there will eventually be simplified versions of audio customization applying these principles.
Similar to how visual character selection or creators have varying complexity. Right now, few games use a HRTF for audio, but it will be more and more common. Eventually games will include selectable presets, so users can pick the best HRTF match for them.
The next evolution is allowing the user to select from basic inputs (ear shapes, height, width, inner width) and generate a custom HRTF. That would cover the majority of uses for anyone that cares enough to adjust the presets, and is close to parity with visual custom character creators.
Some games have experimented with "scanning in" your own face to use on the character, with varying levels of success. I'm sure some games or experiences will attempt a version of that for audio personalization, but I don't know if it would be a noticeable improvement for most people.
I'm betting it'll happen on an OS level, personally. iOS has a "personalized spatial audio" thing with AirPods that automatically handles ear shape and all that, and I could easily see that expanding to other headphones and platforms.
There are definitely a lot more options now for OS or hardware-enhanced spatialized audio. Google has their own automatic spatialization for Android using Pixel Buds.
I actually have a pair of Buds and several AirPod gens, I'm interested in eventually using them as a VR headset alternative. Google has not opened up APIs, while there are some examples of game head tracking with AirPods.
Unfortunately there are some limitations to relying on hardware/OS. It limits your target audience if you require a specific model of headphones or phone, or you have to gracefully degrade the experience when the best hardware is not available.
The results of OS spatialization will also have fidelity problems. A game outputting stereo, pan-based "3D" sound, converted to spatialized/HRTF, will not be as precise as spatialized output directly from the game, using exact angles and distance.
Not to say the OS level is a bad thing. I have Atmos active on my PC to spatialize game audio, and most of the time it does well at enhancing the position of sources. I've also run it on top of already-spatialized games and rarely have problems.