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1345 points philosopher1234 | 2 comments | | HN request time: 0.42s | source
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MuffinFlavored ◴[] No.34628720[source]
Met what ended up being a great friend in real life somewhere in some random IRC room looking for a 5th member to join my friend's group

He had a special CRT monitor to get the best refresh rate to be as competitive as possible for the game

Feels like a lifetime ago

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Waterluvian ◴[] No.34628819[source]
I was always amused by how many of my friends got crazy monitors but still just used headphones. Surround sound for 1.6 made the game incredibly unfair. Being able to hear specifically in what direction and volume footsteps were coming from was basically a wallhack. I would often use headphones because parents weren't the biggest fans of hours of that a night, and it was so crippling.

Funny enough, my semi-pro career (I made $60 total) ended when I abandoned my surround sound when moving out in undergrad.

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kentonv ◴[] No.34629257[source]
Weird. My experience has always been that headphones are more effective at producing precise 3D sound than speakers. And intuitively, it seems like they should, because they can feed each ear with exactly the sound that ear should hear.

That said it does require that the game has good 3D sound generation, which isn't trivial, especially differentiating front and back which requires accounting for the shape of the human ear.

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peepee1982 ◴[] No.34629526[source]
Since everybody's headshape and mass is different, it's hard to do binaural audio that works for everyone.

Also, I'm pretty sure the brain uses small movements of the head to know where sounds come from. So you'd have to have head tracking with virtually no latency.

A bunch of speakers in a circle around you don't have any of these issues.

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kentonv ◴[] No.34632158[source]
TBH a bunch of speakers seems like it would be much worse.

If you had an infinite matrix of speakers located at every possible point relative to your head, then you could play each sound from the exact speaker representing the correct direction, and get perfect 3D audio. Maybe it would even be sufficient to have a sphere of speakers around you, or even a circle if elevation isn't relevant in most games.

But in practice we don't have any of those. We have 4 or 5 speakers roughly arranged around the player. If one of those 4 or 5 directions happens to be exactly what you need, then great, play the sound from that speaker and you're good. But if not, then what?

The brain decides the direction of sound based primarily on the relative latency between when it is heard in each ear [0]. How do you create a precise time difference when you have 4-5 different speakers each of which can be heard by both ears?

Plus the game doesn't even usually know exactly where the speakers are located relative to the player's head. Exactly how far away are they? Are the front speakers closer than the back?

With headphones, none of this is a problem. The game can precisely control exactly what the person hears, including precisely controlling interaural time difference.

[0] https://en.wikipedia.org/wiki/Interaural_time_difference

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1. peepee1982 ◴[] No.34639281[source]
My whole point was that the headphones move with the head, so your brain can't deduct spatial information from head movements.

If I mount your head in a fixture and play a sound, you won't be able to place it in three-dimensional space. Only on a 2D plane.

As soon as I let you move your head, you have a much better chance of guessing where the sound comes from.

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2. kentonv ◴[] No.34641672[source]
Yes, I understood your argument. However, your brain does not primarily use head movement to judge location. It primarily uses interaural time difference. Head movement may have some effect (your brain is a neural network trained to use all signals available to it), but ITD is the main factor, at least for most people.

Moreover, it's not clear that 4 point sources of audio can accurately reproduce real-world effects for the purpose of head movements, either.