~/talk

3D Audio in Games: What, Where, Why and How?

Talkat Develop:Brighton 2021 · 2021-10-26..10-28· [creative-coding]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:003D audio in games
  2. 3:33Carl Armstrong overview
  3. 4:14Why 3D audio matters
  4. 5:18Human sound perception
  5. 7:00HRTF role in 3D audio
  6. 10:31Height and reflections
  7. 11:553D audio objects purpose
  8. 13:18Ambisonics explained
  9. 17:083D audio without hardware
  10. 17:493D audio in game design
  11. 20:38Golden rule for 3D audio
  12. 20:593D audio examples
  13. 23:50When not to use 3D audio
  14. 26:383D audio methods summary
  15. 27:21Pass-through workflow
  16. 29:07Precise spatialization
  17. 30:12Virtual speaker limits
  18. 33:02Ambisonics for enveloping sound fields
  19. 35:28Traditional audio upgrades
  20. 37:34Simple 3D audio upgrade
  21. 39:41Ambisonic workflows
  22. 42:26Adapting to output
  23. 44:34No one-size solution
  24. 45:38Next steps for 3D audio
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.