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True Binaural 3D audio/HRTF

by Marko Tandefelt · in Torque Game Engine Advanced · 03/04/2009 (11:05 pm) · 2 replies

Hi,

I would like to know if anyone has gotten true binaural positional 3D audio working using HRTFs (head related transfer function), not pseudo panning/amplitude type method.

I am not sure if this is possible via OpenAL/FMOD etc as I do not have enough experience with the systems. I am working on a project which centrally depends on the ability to spatialize audio via binaural output.

One way, I assume is via MAX/MSP Spatializer from IRCAM, but becomes a bit complex, as positional data should be sent from TGEA to Max/MSP, and samples would have to be either stored in MAX/MSP, or streamed via a multichannel I/O or intra app bridge from TGEA to MAX/MSP to be synced/spatialized..

Any input is very much appreciated, it sounds like there are a few people in the Forum working in these areas.

Best regards,

Marko, NYC.

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#1
03/04/2009 (11:20 pm)
Just found the answer to my own question: FMOD does indeed support HRTF based binaural mixing for headphones, I am very happy!

www.garagegames.com/community/blogs/view/16489

Marko, NYC.
#2
04/01/2009 (11:43 pm)
Update:
Based on layers of FMOD forum entries, appears that they are still working on REAL hrtf implementation... bummer, back to drafting table, checking OpenAL implementations/customization further, tricks with FMOD 5.1 compatible surround output being converted via JVC Dolby headphone device etc, nice challenge. Any input will be appreciated.

Marko, NYC.