Excellent post man! I was listening to it using my Sennheiser Px100s and I agree... the experience is mind-blowing! Nakaka-paranoid pa nga, I listened to it just right now (1:33am) alone in my room and it gives me the creeps; parang may kasama ako at siya yung naga-alog nung matchbox!
Two thumbs waaaay up for this post.
*will blog about this and point people to the direction of yer site*
haha omg i'm alone in my room, and i couldn't stop myself from looking behind, above, and below me. kahit yung batok ko nakikiliti, it was so realistic.
haha, some people actually appreciate the anonymity. :P
but back to the topic, the reason it's not widely in use yet is because i didn't mention in the post that the sample is a cheat - it's actually a binaural recording, which is done by using a mannequin head with microphones in each ear, then recording the sound as normal, which produces the positional effect. to be able to do that in real-time apparently requires tremendous processing that's still rather impractical.
who knows, dual-core is just about ready to blow into the scene, it might be possible then. the audio positioning system in fps's are pretty close, though, and i've found myself jumping in quake iv when something spawns behind me.
yeah, binaural recording isn't new. there's a feature on the Monsters, Inc. DVD that showcases binaural recording in movies. but to sound effects for a game with that kind of spatiality is going to require a lot to get done.
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Nakaka-paranoid pa nga, I listened to it just right now (1:33am) alone in my room and it gives me the creeps; parang may kasama ako at siya yung naga-alog nung matchbox!
Two thumbs waaaay up for this post.
*will blog about this and point people to the direction of yer site*
-http://lastdodobird.blogspot.com/
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thanks for the linkback! :)
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^Exactly!
Damn, I can't wait for this technology to be used widely! Movies... Music... SFX... as they say, "the possibilities are endless" =p
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dude, this gets my vote for the 2k6 teknolohiya awards.
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just image Gran Turismo with that kind of audio.
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(Maybe I should get an LJ account just so I can leave comments here without having to worry about leaving my name.)
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but back to the topic, the reason it's not widely in use yet is because i didn't mention in the post that the sample is a cheat - it's actually a binaural recording, which is done by using a mannequin head with microphones in each ear, then recording the sound as normal, which produces the positional effect. to be able to do that in real-time apparently requires tremendous processing that's still rather impractical.
who knows, dual-core is just about ready to blow into the scene, it might be possible then. the audio positioning system in fps's are pretty close, though, and i've found myself jumping in quake iv when something spawns behind me.
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