3d Audio in Americas Army(PC Games in General)

Twitchr.Carbon8Twitchr.Carbon8 Posts: 337Player
edited January 2016 in General Discussion
Linked below is a maximum PC article about 3d sound, and how games for the last decade have fallen short. I think we all remember AA2 sounding much cleaner, and gave better directionals. I had looked into this when i first upgraded to Win 7(from XP), but could not find reference to it anywhere at the time.

TLDR; Since Vista, Windows has not had support for true 3d audio, and im guessing a hurtle that Soundy has had to deal with. Maybe he can speak out about this(if the article is false, or what other obstacles he has had)

maximumpc.com/how-vr-is-resurrecting-3d-audio/

Comments

  • Keebler750Keebler750 Posts: 3,621Player
    edited January 2016
    As some friends can attest, I've been finding the directional audio in AAPG extremely good, and have started to feel guilty about how easily I can tell where people are. I'm using a G930 headset in Win 7 .

    I know everyone is different, but I am LIKING it.

    However, I do recall when America's Army came out in 2002, one of the Devs was a sound guy who did a white paper on immersive sound in 3d environments and how it affected the psychology of people playing. Back then, this was a big experiment, and a lot of resources and brains went into understanding the possibilities for future training apps, etc. The military wanted to leverage the current state of gaming at the time and improve it with a view toward long-term cost savings for a feature-rich training simulation to augment the real-life stuff.

    I though I had a copy of that white paper, but I can't find it, nor can I find it on the 'net anymore.

    I don't know how many of you realize that the Army Game Project was originally born as a working theory at Naval Intelligence and the MOVES Institute.
    ______

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • SacchoSaccho Posts: 1,577Player
    Is it this one?
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.5.99&rep=rep1&type=pdf


    Videogame and Entertainment Industry Standard Sound Design Techniques
    and Architectures for Use in Videogames, Virtual Environments and Training
    Systems


    Russell Shilling, Ph.D.
    Eric Krebs

    Keywords: audio, OpenAl, DirectSound3D, virtual environments, sound design, audio architectures, Spatialized sound, videogames, entertainment, America’s Army, VoIP, live voice

    ABSTRACT: The design and development of auditory interfaces in virtual environments has lagged behind visual interfaces. However, the auditory interface should be considered an essential component to VE that adds ambience, emotion, and a sense of presence to the simulation. The entertainment industry has long recognized the importance of sound to add these perceptual elements to film and videogames. As a result, the film industry has devoted many of its resources to developing techniques for producing sound effects and ambiences that evoke emotional responses and immerse the viewer in the film. Many of these techniques can be applied to simulations and virtual environments. The current paper will discuss how auditory researchers at the MOVES Institute have applied these sound design techniques used by the entertainment industry for creating highly immersive environments in both their videogame efforts and in high-end simulations. In order to implement this type of sound design, the audio architecture must be capable of producing a complex, spatialized auditory environments. Currently, videogame development tools usually offer more flexibility and control in developing auditory environments than tools used for creating virtual environments. Thus, we look at the use of OpenAL, DirectSound, DirectSound3D, and EAX as alternatives to more expensive audio servers. Additionally, on the high-end, we examine Ausim3D’s Goldserver Audio System for employment of low-latency live voice in virtual environments.

  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Linked below is a maximum PC article about 3d sound, and how games for the last decade have fallen short. I think we all remember AA2 sounding much cleaner, and gave better directionals. I had looked into this when i first upgraded to Win 7(from XP), but could not find reference to it anywhere at the time.

    TLDR; Since Vista, Windows has not had support for true 3d audio, and im guessing a hurtle that Soundy has had to deal with. Maybe he can speak out about this(if the article is false, or what other obstacles he has had)

    maximumpc.com/how-vr-is-resurrecting-3d-audio/

    It's true I miss Windows XP sound and it's why AA2 sound became really really bad if you were on vista or higher.
    Pie charts + Graphs= Very Bad.



  • iNv|roKis-iNv|roKis- Posts: 420Player
    Alchemy remedy that though.
    Bhop is a string of jumps with no interruptions.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Alchemy remedy that though.

    Yah it made it better but not close to the same.
    Pie charts + Graphs= Very Bad.



  • Keebler750Keebler750 Posts: 3,621Player
    @ Saccho ...THANK YOU!

    That is still a really good read, even after all these years.
    ______

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
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