3D Audio Standard Released
CIStud writes The Audio Engineering Society (AES) has released its new 3D Audio Standard (AES69-2015), covering topics such as binaural listening, which is growing due to increased usage of smartphones, tablets and other individual entertainment systems that offer audio using headphones. AES states that an understanding of the way that the listener experiences binaural sound, expressed as head-related transfer functions (HRTF) facilitates the way to 3D personal audio. The standard also looks into convolution-based reverberation processors in 3D virtual audio environments, which has also grown with the increase of available computing power.
binaural = stereo
3d audio = surround sound (5.1/7.1/8.1/etc)
both have been around forever.
This is going to sound incredible on gold plated 3d monster cables!!
Let's not forget that this means new DRM and additional difficulty to get shit that we paid for working together.
Or, you know, I could RTFA and find out that it's actually an effort to create a FILE FORMAT for sharing 3d spatial audio data. Dunno if there's already such a thing, but if there isn't then it definitely makes sense to have one.
Back in the late 90s, my $20 A3D soundcard faked 3D sound so well, I could shoot people through walls in Counter-Strike. It was like I could "see" with my ears. I know several other friends who had this same experience. Ever since A3D got sued out of existence by Creative, I have never heard such good stereo 3D sound. Headphones are superior to speakers because the headphones remain fixed, equally distanced, not affected by the surrounding environment, and the sound from one does not bleed into the other unless explicitly done.
There are already several platforms for object-based 3D audio in games, they already offer solutions for binaural and HRTF listening.
The AES has promulgated many standards with regard to file interchange and computer audio, they're always several years behind and chasing proprietary vendor technology that's already established (See AES31, a timeline interchange format supported by no one, even open source projects avoid it like the plague). In the end vendors have nothing to gain by adopting the AES standard.
On the videogame side there's OpenAL, X3d and a bunch of other platforms that build on these. Speaking as a film sound designer, 3D audio systems just don't offer the level of control I'd want: I don't want the user's cellphone applying my fucking reverbs and distance rolloffs for me, and nether do my clients. This is why there's Dolby ATMOS and the competing Barco-DTS standard which will probably be FRAND and offer down mixing modes which should preserve the experience on headphones, and don't leave things like equalization, or panning, or reverb to the interpretation of the platform or the host.
Don't blame me, I voted for Baltar.
Interactive 3D sound was incredible on my sound card with a Vortex 2 chipset back around 1999. After their acquisition by Creative Labs I've heard very little good 3D sound. Is it really that uncommon, or am I just numb? Seems odd that we're still trying to get this figured out.
> but also because I can get much better sound quality out of headphones for a fraction of the price of comparable speakers.
Doubtful. The distance between your ears and your headphones are far from long enough to experience lower frequencies.
That makes no sense, both from a physics standpoint and a common sense standpoint. For the former, sound is varying air pressure over time. Distance doesn't come into it, and you don't need to run around in a space to hear low frequencies.
For the latter, the distance between ear buds and your eardrum are approximately what, half an inch? Sound travels at about 1000 ft/sec, or conversely, has a wavelength of 1 ft at 1kHz, 1 inch at 12 kHz, and a half-inch at 24kHz. If your ability to hear low frequency depended on the distance between your ear and the source, then no one wearing earbuds could hear anything below 24 kHz, right? And since most people can't hear above 20kHz, then ear buds would just be silence generators, right?
Or, if you wanted to hear the rumble of an approaching train in the distance, you wouldn't put your ear on the track because "the distance between it and your ear wouldn't be enough to hear low frequencies" and instead, you'd want to stand several feet away?
In fact, as noted above, the wavelength of 1 kHz sound wave in air is 1 ft. At 100 Hz, it's 10ft, and at 20 Hz, it's 50 ft. How many people have 50 feet between their ears and their speakers? Or even 10 feet in most living rooms?
Your post makes no sense, no matter how you think about it.
By Your Command.
http://xkcd.com/927/