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Looks like a subscription service, but only if you want to use it in-game. If not, no need to use it or subscribe.
"The software will be available as a one-time purchase, with a 14-day free trial for anyone wishing to try it before buying."
It sounds interesting. I'm using Dolby Atmos which is similar (bought for 15 dollars years ago, one time fee), and it also features similar things like sounds from above with a headset and 360 degrees surround and such. Since this is tailor made for Cyberpunk it is likely better, though.
Immersive audio is very important to me in games, so I'll be testing that trial at least.
Thanks for the tip!
Yep, same here. Actually very keen to try it.
I'm in for the trial, at least. I hear quite a few momentary audio dropouts in my game...It would be really fine if this cleared it all up.
That said, this game's audio, even with Microsoft Spatial Sound, isn't the best... compared to the Dead Space remake and the Resident Evil 4 remake.
On the website, https://press.cdprojektred.com/en/news/1588/personalized-spatial-audio-coming-to-cyberpunk-2077, it says that:
"with realistic audio depth, height, and 360 directional accuracy."
All of those should already be in the game with Microsoft Spatial Audio, ie. not enabling X-Audio. And, again, as I stated before, the Spatial Audio in this game isn't the best.
Frankly, unless CD Projekt Red totally redid the the audio for Embody, I don't see this as anything other than a CUSTOMISABLE HRTF render end point for the Microsoft Spatial Sound API.
If CD Red actually DID give them better spacing/ ranging DSP within the engine, I could see this being unique. But in Windows, using the MS Spatial Sound API, you already have three solutions for HRTF: Dolby Atmos Headphone, DTS Headphone: X (my favorite), and Microsoft's own Windows Sonic for Headphones (free).
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Let me clarify. This game already uses Microsoft's Spatial Sound API, which gives 3-D audio source positioning.
The audio rendering output device determines the rest. So Dolby Access can enable Atmos speaker rendering or Atmos Headpone HRTF rendering. Same for DTS Sound Unbound and Window's free Sonic Sound.
What Microsoft Spatial Sound API DOESN'T define is all of the occlusion, ranging, sound bounce environmental effects.
Only CD Projekt Red can really say if they gave Embody special or new environmental effects to use in conjunction with the Microsoft Spatial Sound API.
Read my previous post.
Phantom Liberty, an entire expansion, is $30 USD. Charging even half as much for an audio DLC would be ludicrous. Even for $10, I’d still have some qualms. $5 take it or leave it.