3D Audio in Games: What, Where, Why and How?
summary
Clear, actionable claims: a bottom-up explanation of 3D audio from HRTFs to implementation, concrete measurement and rendering steps, and practical PS5 best practices including the PS5 five presets for headphone personalization. Compares real methods with tradeoffs — ambisonic vs object workflows — and flags real pitfalls like cone-filtering from virtual loudspeakers. Includes tooling and test routes (Reaper, VSTs, ambisonic orders) so viewers learn how to measure, render, and deploy 3D audio now.
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chapters (24)
- 0:003D audio in games
- 3:33Carl Armstrong overview
- 4:14Why 3D audio matters
- 5:18Human sound perception
- 7:00HRTF role in 3D audio
- 10:31Height and reflections
- 11:553D audio objects purpose
- 13:18Ambisonics explained
- 17:083D audio without hardware
- 17:493D audio in game design
- 20:38Golden rule for 3D audio
- 20:593D audio examples
- 23:50When not to use 3D audio
- 26:383D audio methods summary
- 27:21Pass-through workflow
- 29:07Precise spatialization
- 30:12Virtual speaker limits
- 33:02Ambisonics for enveloping sound fields
- 35:28Traditional audio upgrades
- 37:34Simple 3D audio upgrade
- 39:41Ambisonic workflows
- 42:26Adapting to output
- 44:34No one-size solution
- 45:38Next steps for 3D audio
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