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You're probably right. My issue is how much headphones blanket out everything else. Sometimes need to be listening for the phone etc. I guess I could try with iPhone headphones or something that allow plenty of sound to bleed in when I need to listen for outside sounds.
The difference with headphones is that they turn with you, but wall speakers don't which is why I think wall speakers probably won't work for surround. After all, how does your PC know if your speakers are moving with you or not. The more I think about it the less likely I think wall mounted surround would work.
I will admit, with a DK2, most of my VR experiences are seated experiences. I haven't considered the effect of moving in real space with a sound system. Perhaps fixed-point sound effects are a deficit in that regard. I don't know.
On any case i think its possible if you can have some software to take the 7.1 game output and translate it to the speakers positions, but that will mean the speakers have to be placed in the right places to work most likely
Just imagine...Hearing an engine rumbling or a bird chirping in VR and being able to walk right up to it, with the physical location of that noise matching your speakers. So when you put your face right up to it the audio *feels* directly in front of you.
A bit of a dream early on, but it would be cool in theory. As someone with a 5.1 setup (7.1 if I ever get around to upgrading my front satellites) who really isn't fond of headphones, I'll still likely be using headphones in the early days of using the Vive. Got a "reasonable" pair of SteelSeries Siberias with a ~3ft cord I plan to use.
As you are moving, so even if they are doing that, as long as you step to anywhere you not going to be in the same spot, that makes it alot more of a mess to be done (it can be done, but will be a real mess)
Maybe staying with headphones for now is the best way
Just instead of using WASD to move and a mouse to look, you physically move in your room.
The only way to do it would be to have a ring of identical speakers with dynamic processing for direction and distance. Such a system currently doesn't exist.
What I could see adding to a headphone based setup would be an external subwoofer. A powerful enough sub adds a physical dimension to bass frequencies. A subwoofer + headphones would probably be ideal for VR.
Even if such a system were designed, there are a still a lot of acoustic anomalies within the room itself which would change the dynamics of the sound beyond what the system could process. You'd need a properly treated acoustic environment for maximum effect. But by that point, it just seems easier to use headphones.
http://www.3dsoundlabs.com/
https://www.kickstarter.com/projects/248983394/ossic-x-the-first-3d-audio-headphones-calibrated-t