Quote
Does it have directional sound? In Linux on openal (even on stereo) I was able to hear sounds on a different pitch depending on where they are in the gameworld, front or back (I wasn't able to do it on Windows). It is a tremendous improvement since currently by default as far as I can tell, one hears a sound being back exactly in the same way as being front if the angle is equivalent.
(If you have a hard time understanding what I'm saying close your eyes (or don't look at the screen) while going a few rounds staying on a spot in a map having a few sounds around it, you'll soon lose direction).
I have implemented 2 hybrid HRTF processing :
- 0x21 2.0 Headphone with fast HRTF (with 15cm/6" within speakers)
- 0x22 2.0 360 Virtual Sound (with 110cm/43" within speakers)
My 0x22 mode (360° Virtual Sound) doesn't work correctly).
It's hard and need lot of time to correct this.
My HRTF implementation is very hybrid, it uses ITD (Interaural Time Difference), IIT/ILD (Interaural Intensity/Level Difference) and Bauer delay. All my personnal R&D on HRTF using 128 tap FIR filter and pre-recorded 360° data is very usefull only with some headphones ($100-$250) and some people... Bauer delay implementation is much more powerfull on lot of people (and ears !) and classic headphones.
The Stereo Mode (0x20) is a pure stereo like original ioQuake.
Some sound cards and drivers implement an internal converter with full HRTF : Select the output of your sound card driver to "Headphone" and select SAM to 4.0 or 5.1 with or without LFE.