Headphone support?
ArthurDent
Join Date: 2013-10-31 Member: 188904Members
http://www.reddit.com/r/oculus/comments/1fzonq/
http://en.wikipedia.org/wiki/Head-related_transfer_function
It would be really nice to have proper headphone support. Be nice to hear the skulks sneaking up and be able to tell from where just from the sound alone. :-D.
This would also be required for oculus rift support.
http://en.wikipedia.org/wiki/Head-related_transfer_function
It would be really nice to have proper headphone support. Be nice to hear the skulks sneaking up and be able to tell from where just from the sound alone. :-D.
This would also be required for oculus rift support.
Comments
I personally believe that the actual headphone makes more of a difference than the 3D codec used though. Do you want an immersive bass-heavy headphone or a good neutral (some would say boring) headphone that works much better with audio positioning.
Changing headphones isnt related to audio positioning, its HRTF which is a mathematical function in audio post-processing. HRTF is either done solely by the game on CPU, HW accelerated on an audio chip or as a mix between the game (5 or 7 channel output) and your audio driver from that 5 or 7 channel input into stereo.
Ofc the audio quality of your cans may have a small indirect effect on the positioning quality, but with any decent cans it just wont happen and why would you use cans that bad for anything at all anyway :P
Yes, my point wasn't that a headphone will change the audio positioning directly. I already understood the signal processing side. There are some cans that have characteristics which capitalize on the effect of the audio positioning better than others. IE try several headphones through the same source with the same game/audio settings. Some perform better than others.