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HoloDust said:
That Barber shop is actually demo for QSoundLabs products - it's nice demo, but you have to realize it was "sound designed" just as anything else (someone who makes a living by doing "sound" speaking here). You can listen to some more demos at:

http://www.qsound.com/demos/binaural-audio.htm
http://www.qsound.com/demos/3d-audio.htm

What I thought you meant when you asked about "real" sound is when we'll get actually created sound by in-game engines according to laws of physics.

What I mean by that is this - take for example footsteps - current approach is to take recordings of them on various surfaces, and run them true audio engine, setting parameters such as level, pan, EQ and reverbaration.

The "real" sound would be in-game physics engine calculating interaction between footwear and surface and "creating" sound at that moment, which would then behave in game world just as it behaves in real world.

I think we'll need to wait for quite some time for this to happen, and in my opinion to move away from polygon based worlds and move to fully voxel based engines as a first step.


That is pretty much what I'm talking about. I included the video because it's cool and is somewhat on topic.