During Mark Cerny's presentation in the middle of March, people thought the 'ear stuff' was a bit funny. Certainly nobody scoffs at better audio, but on the other hand not many people without nice audios setups get to hear audio that has directionality without a home theater set up.
So, I have been thinking about real in-game world uses for what Cerny was presenting. Concepts that people could understand that went beyond "You heard a gun fired, you can know if it was fired from in front." Gun fire is a nice example of sounds directionality that SOUNDS useful. However, that is not the only thing it would be useful for. There is a bit more that can be done “Tempest” 3D AudioTech using nearly any stereo speakers or headphone if they have a bit of audio frequency range.
Examples:
Currently, when in a cut scene; some game allow you to walk around and it always humorous when an NPC is STILL talking when you turn away. But with "Tempest" when you turn, its will sound like their voice is indeed now behind you or to the side. Moreover, because more sound will have 'directionality', the developers will have tools for an interesting soundscape. In the example of talking with an NPC the developers could add other sounds and discussion around you. So that when you walk to and NPC that voice is louder and directed at you, but you could hear other lower voices behind you. Basically, giving you the feeling of hearing that one NPC out of a crowd. In the case of a game like Yakuza, you often follow an NPC while they give a monologue. In a game with 3D audios their voice would actually be positioned in the 3D space; so as you weave from behind them during and following their voice it changes direction. If you stop their voice sounds further away or if you turn around to look at a street sign their voice come from behind. In addition if you pass other NPCs in discussion their voices would pass by you as well.
In a space combat game, imagine the crew is surrounding you. So not only would each voice be district in voice timber/dialect/and personality, but they would be directionally based on their position of the bridge. In combat, you'd hear your weapons officer behind you, you communications officer to you rear right, and your engineering officer to you left. The helmsman is heard from the front with his distinctive 'Russian accent'. That is cool, right? If someone computer-station blows up you can hear it 'sizzle' from the direction it should come from. Even the elevator door opening to your rear left would "swoosh" from the correct direction.
I'm not sure about this but I think 3D audios can fake Doppler too. Meaning if someone is talking way out in front of you as you approach them the sound will feel like it is moving closer. It not just "this sound" is in front it this sound is in front and far away. Cerny mention the system can account for a hundreds separate sound sources. That tells me that there CAN be more sounds layered in every scenes. Even if sounds just arrives from 8 cardinal directions, which still means developers will be encouraged to layer sounds in more interesting ways. The example of sidewalk sound would mean SW, W, and NW could be street sounds. Meanwhile, from NE, E, and SE, while the dialogue from the pedestrians are heard. In addition the NPC you are talking to come from North, while the people sound of an assassin running up behind come from the South. That is a very dynamic sound scape especially when you turn around that sound scene 'rotates' naturally to your actual point of view.
So, while we will have to wait months to hear this sort of soundscape in a game using just simple speakers, do not discounts that is will be useful in a game. If nothing else, even in it simples/roughest usage it open up a 'home theater' sound to all players. Players that are playing on a $400 HDTV without a sound bar can still get some decent audio.
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