It was noted by Mark that 3D audio is a major academic research topic, and no one currently has all the answers, but Sony seem to be focusing on
Binaural Audio over headphones via HRTFs to render not only audio objects, but also Ambisonic sound fields. The fact Mark had a slide dedicated to
Ambisonics, and High Order Ambisonics (HOA) from what I could tell, in his presentation is exciting (for someone who has been playing around with the technology over the last few years) and the first time I think it’s been given such prominence in a presentation for a mass consumer device. The use of HOA allows developers to create extremely detailed 3D sound beds to compliment the various sound objects – when used together the end results can be spectacular.
The strategy for launching “3D Audio for all” initially via headphones makes sense because most people have access to pair of headphones, and you can control exactly what each ear hears. Sony are also developing what they call Virtual Surround, which I assume will be some sort of binaural rendering over speakers. This is tricky technology to crack, mainly due to the cross talk inherent from each speaker. I have heard several examples of this technology via start-ups and academic research and it is possible, albeit with a relatively small “sweet spot”. Sony said they have their own version currently working and are looking at ways to improve the size of the sweet spot, as well as increasing the overall performance of the 3D information locality. It will be interesting to see what they come up with.
So in summary it’s all rather promising and does genuinely feel like a fresh approach to gaming audio. The messaging around “3D Audio for all”, huge audio processing power, thousands of audio objects, ambisonics, binaural audio and HRFT’s is extremely exciting for those in the audio gaming development world. It will be interesting to see how game engines like Unity and Unreal react to this announcement, especially as they seem to be geared more to a traditional channel-based audio workflow like 5.1 and 7.1. For example, it’s currently not possible to import High Order Ambisonic files directly into Unity or Unreal, even though we have microphones, plugins and DAWs that let us easily create beautiful HOA sound fields – hopefully this will change in the near future.
I will be keeping a keen eye on Tempest. As someone who has been experimenting with the possibilities of 3D audio, especially from a game engine workflow point of view, this announcement from Sony was very encouraging indeed. Bring on the new dimension in game audio!