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I wouldn't feel comfortable writing a guide with instructions for Linux without being able to double and triple-check my method while writing it.
I would expect the method for AAMFP to be the same as ATDD. I can't confirm that, though, because it never installed AAMFP on Linux. My testing was only in ATDD.
I actually wrote a few paragraphs on that in my guides. If you look in the 'Further Reading' section, you'll find it. I could potentially flesh out the explanation so let me know if there are any facets of the discussion that you think could be further expanded upon.
That's a good point. However, I think it's going to be difficult to differentiate good HRTF solutions from bad HRTF solutions merely with different terminology.
'3D surround sound' on its own is not sufficient because it doesn't mention headphones. I think that my use of '3D surround sound for stereo headphones' is acceptable. I think '3D headphone surround' is also pretty good and is, in fact, used by Blue Ripple Sound (makers of Rapture3D) on their website.
Sorry for making an impression that I don't put enough effort before asking. I'm just short on time and often I merely skeem through articles. Will make sure to pay more attention in the future though. Off to do my homework!
Linux:
I was hoping you'd have an idea on what could go wrong in my case (libs replaced, hrtf = true and no actual HRTF in-game).
A tip:
You can install linux (unlike Windows) on ANY storage, including a USB dongle and on any partition on any of your drives (doesn't have to be the first partition).
Naming:
There are two reasons why I pay so much attention to naming:
a) half of 'technologies' out there are fake / don't reflect the promise of their names and fancy acronyms
b) the very reason why there is so little demand for proper 3D sound could be that most people are convinced they do get 3D sound because they've enabled the super-dooper surround sound option in their soundcard control panel.
Few days ago I watched an ArmA 3 gameplay video. Stereo panning as ♥♥♥♥.
PS. It was a guy at digitalcombatsimulator.com forums who brought my attention to 3D on stereo headphones but I would also like to thank you for the HRTF advocacy.
Maybe the problem is in outdated Steam for Linux libraries? I've found this on archlinux wiki:
https://wiki.archlinux.org/index.php/steam
Thanks for the tip but I actually already discovered that issue myself and updated the library. This allowed me to get HRTFs working in the Steam version of Amnesia: The Dark Descent but my Source engine test game, Portal, continued to sound the same.
It's better than Rapture 3D because it works globally across the OS (it creates a new default audio playback device and pipes the processed audio out your existing device). Games that use OpenAL can access EAX 5.0 and will have Creative's superior surround positioning for 5.1 and HRTF for headphones. Games that don't use OpenAL but output pre-mixed surround will still benefit from Creative's superior HRTF for headphones but 5.1 will remain unaffected.
But, no matter... I can still provide comment on it because I have prior experience with Creative software. In the past, I have used an X-Fi XtremeGamer audio card and the features of this X-Fi MB3 software appear to be very similar to the software that came with the that card.
You speak of this as an advantage but it's actually a huge disadvantage. I often listen to music when I'm not playing games and it would be completely unacceptable to have the surround effects being applied to the music. Any self-respecting music enthusiast or audiophile will tell you that music should be experienced as the artist intended it and not with any inappropriate post-processing applied to it.
Having to turn the Pro Studio system on and off before and after playing a game is an unacceptable user experience and not a solution to the issue.
Being able to access EAX 5.0 is only useful for old games that implemented it. EAX is now deprecated and you won't see any new games coming out with support for it. EAX has been replaced by EFX, which covers all the EAX functionality and is open. Rapture3D and OpenAL Soft both support EFX.
I can't comment on the quality of Creative's HRTFs because I don't know if they've upgraded them since I used 'CMSS-3D Headphone' on my X-Fi XtremeGamer. If they haven't upgraded them, then I'd describe them as decent but not great. I remember that sounds coming from above or below didn't sound particularly convincing.
For games that output pre-mixed surround, the software will be down-mixing to stereo and applying HRTFs in the process. This is the same thing that the likes of 'Dolby Headphone' and 'Razer Surround' do. I don't consider this to be an acceptable solution for providing HRTFs to headphone users in video games.
This sort of system is disadvantaged in the following ways:
I mean OpenAL will always be available to ALL applications including those that don't use Rapture3D.
I always keep everything switched off for my 5.1 speakers. I simply install it so that OpenAL & EAX are available and surround positioning is accurate compared to onboard playback device in Windows.
These kinds of games usually have a built in Headphones setting which applies HRTFs to the individual effects.
If you know of any specific games that provide a Headphone mode with built in HRTFs, I would be very interested to know so that I can test them out.
When the 'Speaker Configuration' is set to 'Headphone', the Source engine only does basic one-dimensional left-to-right panning for localization of sound sources.
When the 'Speaker Configuration' is set to 'Stereo', it appears that they're doing a little more than most games do in the sound localization department. Essentially, sounds coming from behind are made quieter than sounds coming from in-front. This effect is present for all the 'Speaker Type' settings and not just 'Headphones'.
Whilst I can sort-of appreciate that little touch, I don't really consider it to be a proper HRTF unless direction-specific frequency response alterations are being made. A sound that is merely lower in volume could be mistaken as coming from further away rather than coming from behind. I guess you could call it a 'simple HRTF' but it is certainly very, very simple.
http://annoyedadmin.files.wordpress.com/2011/11/bf3.png
The difference was very noticeable, but it didn't work well for me. My own footspets sounded like the legs weren't under the camera.
EA DICE, Audio director Bence Pajor:
http://blogs.battlefield.com/2014/02/ask-dice-sound-design/
BTW, Wildcat, are you fine with general 3D audio related discussions in this topic?
GenAudio is making its entry into this market with it's AstoundSound plugins for Wwise and FMOD and we will most likely see games starting to use them soon. It remains to be seen, however, whether AstoundSound turns out to be a decent 3D audio solution or whether GenAudio is just selling snake oil.
I have to admit that I have not been particularly impressed with their demo videos thus far. That said, I would need to test-drive some kind of interactive demo before passing judgement and I have not been able to find any such demos available for download.
Here's their latest demo video. What do you think?
https://www.youtube.com/watch?v=GeokLJGaco4
Yeah, I'm fine with that. Please be my guest. :)