cool noise thing

Raven

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thats pretty amazing tbh. would be cool in a game like fear or resident evil.
 

Dukat

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Raven said:

What he said!

Thats pretty impressive.

Listened to it first time with me eyes closed on headphones expecting a "not-funny-not-scary scream" thing all the way through, was pretty spooky! :)

Real impressive.
 

Ezteq

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lol anyone else follow the noise with their eyes? mine were swivveling behind me lids following the rattling. nice one haar :D
 

haarewin

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Ezteq said:
lol anyone else follow the noise with their eyes? mine were swivveling behind me lids following the rattling. nice one haar :D

yeah mine were too :) and when it was at my right at the bottom i jumped because i thought someone was there.:p
 

Naffets

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Ezteq said:
lol anyone else follow the noise with their eyes? mine were swivveling behind me lids following the rattling. nice one haar :D

Yeah same

Quite impressive that :D I'd show people at work but we have ghetto mono headsets at best...well...we have stereo ones but its pretty obvious we're listening to music when we have massive stereo headphones on xD
 

Thorwyn

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Problem is, that it doesn´t work with normal speakers, only headphones. That´s kinda limiting the range of possible usage like games for example. :(

But cool nevertheless.
 

Comos

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this is amazing!

I used a very good headphone for it, dunno if I would have gotten the same effect with those earplug things, but I can't believe they can create such surround effects with stereo headphones.

They could make very good use of this technology in games and movies...
 

Thorwyn

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Yup.. and no game developer with a fully functional brain would produce a game that requires the player to wear headphones. ;)

I gave this link to the guy who´s in charge of the sfx in our company. He was quite impressed, but said that the limitation to headphones basically makes it useless for serious gamedesign.
 

Ingafgrinn Macabre

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Thorwyn[B&Q] said:
Yup.. and no game developer with a fully functional brain would produce a game that requires the player to wear headphones. ;)

I gave this link to the guy who´s in charge of the sfx in our company. He was quite impressed, but said that the limitation to headphones basically makes it useless for serious gamedesign.

Then make an option in the game
[ ] Stereo
[ ] THX
[ ] Holophonic

There are plenty of occasions out there where you cannot use a surroundsystem but you still would like to hear in surround. Like in an internet cafe or at school or whatever...
 

Thorwyn

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Yeah but when you do that, you´d need to code the entire sfx engine for surround/5.1 anyways.. in which case the headphone-technology is redundant, because the effect is exactly the same.

Btw.. the technology itself from the 70ies.
 

Sparx

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i played mine through speakers, tho got decent speakers with sub. worked fine
 

Ingafgrinn Macabre

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Thorwyn[B&Q] said:
Yeah but when you do that, you´d need to code the entire sfx engine for surround/5.1 anyways.. in which case the headphone-technology is redundant, because the effect is exactly the same.

Btw.. the technology itself from the 70ies.
Like I said:

Ingafgrinn Macabre said:
There are plenty of occasions out there where you cannot use a surroundsystem but you still would like to hear in surround. Like in an internet cafe or at school or whatever...

so no... the headphone-technology is far from redundant
 

Thorwyn

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You would need to code the entire sound engine twice and that´s making it redundant!

Look.. first off, this technology only works for certain types of games, like Adventure games for example, where the player i.e. the character is static. As soon as the character is moving around, the source of the sound can´t be simulated in this particular way. It´s got to be dynamic. You can´t write, say, a FPS with that kind of sfx, simply because you´d need an insane ammount of files.

Usually, the sound engine simply plays an mp3 (for footsteps or something), then determines the source of the sound in relation to the position of the character and with all kinds of parameters like falloff and obstacles etc. In order to do this, you need one clean version of the base sound which is then projected to the appropriate position.

That means that if you want to have both technologies as an option, you´d need to record all sound fx twice.. once in the "usual" way and once in the surround-head technology. Then, you´d need to write a sound engine that´s flexible enough to switch between those two technologies (creating lots of sources for possible bugs etc.etc.) and on top of that, you´d have twice the ammount of sound files in your final version.

Like I said, it´s certainly a nice feature and all, but you won´t find any professional gameproducer who´s willing to undertake that kind of hassle.

That said, this technology is CERTAINLY a good addition for movies, pre-rendered sequences or demos.
 

Comos

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Thorwyn[B&Q] said:
You would need to code the entire sound engine twice and that´s making it redundant!

Look.. first off, this technology only works for certain types of games, like Adventure games for example, where the player i.e. the character is static. As soon as the character is moving around, the source of the sound can´t be simulated in this particular way. It´s got to be dynamic. You can´t write, say, a FPS with that kind of sfx, simply because you´d need an insane ammount of files.

Usually, the sound engine simply plays an mp3 (for footsteps or something), then determines the source of the sound in relation to the position of the character and with all kinds of parameters like falloff and obstacles etc. In order to do this, you need one clean version of the base sound which is then projected to the appropriate position.

That means that if you want to have both technologies as an option, you´d need to record all sound fx twice.. once in the "usual" way and once in the surround-head technology. Then, you´d need to write a sound engine that´s flexible enough to switch between those two technologies (creating lots of sources for possible bugs etc.etc.) and on top of that, you´d have twice the ammount of sound files in your final version.

Like I said, it´s certainly a nice feature and all, but you won´t find any professional gameproducer who´s willing to undertake that kind of hassle.

That said, this technology is CERTAINLY a good addition for movies, pre-rendered sequences or demos.

Oh I see, good point! For games I first thought of a SFX engine that would start from a basic sound, like footsteps for example, and then manipulate that sound in the holophonic way before it is sent to the soundcard so that, when listened to through headphones it would sound as if it is coming from a specific direction. As opposed to the normal 5.1 surround engines that simply sent the unaltered footsteps sound to the appropriate channel.
But I assume an engine that can do that doesn't exist (yet)?

It would be nice for games like resident evil though, where the environments are prerendered, and where they work a lot with cut-scenes etc (I'm talking about the normal RE games, not RE4). It could add a lot to the horror-effect of the games, sound is 50% of the game imo.
Or for movies, especially the UMD's for the psp which most people would use in combination with headphones.
 

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