Put THIS Into BF3!

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  • JonnyMacFred102
    Member
    • Aug 2005
    • 1995

    #31
    Re: Put THIS Into BF3!

    That will not be implemented in games for a long time because of the high costs needed. That recording probably costed a few hundred dollars to make. The technology is very awesome but i still think there will be quite a long time before that is in games.

    Comment

    • OutOfFaze

      #32
      Re: Put THIS Into BF3!

      You can't do binaural recording perhaps, but we can use binaral rendering.

      Simply put (this is for anyone who doesn't know the complexities of Head related transfer function), the shape of our pinna (outer ears), and head, and body slightly alter reflected sounds that enter our auditory canal and these slight alterations to the direct sound, together with time and phase difference are what give us our spacial awareness with regards to our hearing.

      Head related transfer function processing is basically the art of fooling the brain into thinking a sound is coming from somewhere whether that be left or right, front or back or up and down. Obviously with a basic stereo system obtaining left or right directionality is as simle as turning a pan pot, back to front directionality is much harder to acheive, and height perception is almost impossible to acheive. To acheive this directionality HRTF processing applies filters to sound (filters devised through recording and testing procedures) which alter the sound in such a way that it tricks our brain into giving this ordinary sound directionality.

      However, because of the fact that HRTF is intended to emulate the sound at the point of entry to auditory canal, it is far more effective when used with headphones. This is not only because of problems such as crosstalk between a stereo speaker set-up, but also because the system has already emulated our outer ears, head and torso for us, and for this to be applied again confuses the sound.

      Anyway. It would be a very complex piece of coding probably but it would be very possible. The game would need to take note of a number of factors such as the distance of the sound source, elevation and which side of the head it is on. Added to that it would need to take into account the moving orientation of the users screen, i.e. looking around, as this gives us aural cues to the location of sound also, and also the moving position of the character in relation to the sound source, and the moving position of the sound source in relation to the character. Obviously given that there are multiple sounds happening at anyone time in Battlefield there would be a lot for the computer to do, and it would probably take masses of processor time. However, when this is possible it will provide exceptional immersion in the game, and more importantly, it won't wake up the parents, neighbours, girlfriend etc when you fancy a quick game at 3 in the morning, since you'll be using headphones.

      Anyway, that's your lesson in HRTF over for tonight. Join in tomorrow for the latest exciting installment :/

      Comment

      • WarGimp

        #33
        Re: Put THIS Into BF3!

        Unfortunatly, doing this in real time for video games would be a hella hard thing ta do. It only really works because the interferance patterns are pregenerated for a static recording sample.

        The other problem is that ear shape has a lot do do with how you localize sound. It's possible to fake up distortions to mimic the way that earshape changes sounds, but since people have differently shaped ears, it's not going to work for everyone.

        Comment

        • GotheriK

          #34
          Re: Put THIS Into BF3!

          Originally posted by $hArp$h0t
          You don't literally smell anything, the sound doesn't get into your brain and trigger a smell nerve. By putting the match you hear next to your head it can FOOL your mind into thinking it's actually there and I assume you know what a match smells like...so as a result your mind imagines it is there leading to you experiencing all of the senses of a real match which are sound, smell, sight, and maybe heat but most likely not.
          Dead on.

          Some people get these "additional" sensory stimulations, some dont. It is all a matter of the individual. Either way it's quite realistic.

          Comment

          • -(PK)-DarkIllusion

            #35
            Re: Put THIS Into BF3!

            well its not like technology stays still, sooner or later it will be implemented in new games...

            Comment

            • Coderedpl

              #36
              Re: Put THIS Into BF3!

              bad idea for shock paddles

              heard the clip
              HOLY FVCKING ****!!!

              Amazing
              i was like WTF!?

              Comment

              • Mute

                #37
                Re: Put THIS Into BF3!

                That was awesome. I didn't get the smell, but I got freaked when I heard that shaking noise going down to my back. That would bring so much depth into a FPS...just too bad it won't be happening any time soon.

                Comment

                • OutOfFaze

                  #38
                  Re: Put THIS Into BF3!

                  Yes that is true, however there are systems that have already been developed that are incredible, and genuinely work for everyone. The name escapes me, I'll ask my lecturer, he'll remember.


                  Also, I think it would be possible in real time. As far as I see it, it would simply be a case of taking the point at which the sound is coming from, calculating the ITD's and IID's, applying filter's to represent the head and body, applying filters seperately for both ears, calculating the correct amount of direct sound etc etc.

                  There are a lot of factors, but it has already been done, and applying this to game wouldn't take much more effort. Faster processors...possibly.

                  Comment

                  • $hArp$h0t

                    #39
                    Re: Put THIS Into BF3!

                    Originally posted by OutOfFaze
                    Anyway. It would be a very complex piece of coding probably but it would be very possible. The game would need to take note of a number of factors such as the distance of the sound source, elevation and which side of the head it is on. Added to that it would need to take into account the moving orientation of the users screen, i.e. looking around, as this gives us aural cues to the location of sound also, and also the moving position of the character in relation to the sound source, and the moving position of the sound source in relation to the character. Obviously given that there are multiple sounds happening at anyone time in Battlefield there would be a lot for the computer to do, and it would probably take masses of processor time. However, when this is possible it will provide exceptional immersion in the game, and more importantly, it won't wake up the parents, neighbours, girlfriend etc when you fancy a quick game at 3 in the morning, since you'll be using headphones.
                    Anyway, that's your lesson in HRTF over for tonight. Join in tomorrow for the latest exciting installment :/
                    So by doing binaral rendering you're saying that video game developers can actually create a virtual dummy simular to those used in real life to record holophonic sounds inside a game? That would probobly take alot of memory usage because the difference is is that a game is not already set, it's not already recorded like the demo we just heard to be able to have the sounds be calculated a certain difference away or a certain volume I think would be impossible to do.
                    BTW thanks for the lesson OutofFaze.

                    Comment

                    • $hArp$h0t

                      #40
                      Re: Put THIS Into BF3!

                      Originally posted by OutOfFaze
                      Yes that is true, however there are systems that have already been developed that are incredible, and genuinely work for everyone. The name escapes me, I'll ask my lecturer, he'll remember.


                      Also, I think it would be possible in real time. As far as I see it, it would simply be a case of taking the point at which the sound is coming from, calculating the ITD's and IID's, applying filter's to represent the head and body, applying filters seperately for both ears, calculating the correct amount of direct sound etc etc.

                      There are a lot of factors, but it has already been done, and applying this to game wouldn't take much more effort. Faster processors...possibly.
                      Well in my opinion, sound is the most important factor in video games and movies. Visuals and graphics set the stage and have a universe made for you, while when you listen to sounds there is no screen the sound is in the air and if the sound is like holophony then you can imagine the universe and believe that you're actually there. In the end I wish video game developers focused more on sound then graphics.

                      Comment

                      • ConscriptVirus
                        Member
                        • Oct 2007
                        • 6369

                        #41
                        Re: Put THIS Into BF3!

                        yea i was really creeped out...really nice..

                        Comment

                        • Chief-Mulla

                          #42
                          Re: Put THIS Into BF3!

                          jesus that was trippy!

                          that part where he shakes the matches and moves up and down behind you is freaky lol

                          Comment

                          • =DoG=Tango7

                            #43
                            Re: Put THIS Into BF3!

                            Clip was awesome !!

                            I'm sure that if EA put it into a game, they'd find a way to F*** it up !!!!

                            Comment

                            • OutOfFaze

                              #44
                              Re: Put THIS Into BF3!

                              Originally posted by $hArp$h0t
                              Well in my opinion, sound is the most important factor in video games and movies. Visuals and graphics set the stage and have a universe made for you, while when you listen to sounds there is no screen the sound is in the air and if the sound is like holophony then you can imagine the universe and believe that you're actually there. In the end I wish video game developers focused more on sound then graphics.
                              I don't know whether it is more important to be honest. I'm pretty sure Vision accounts for 70% of our spacial awareness, but the 20% that our hearing gives us is also very important and until games such as F.E.A.R it hasn't really been a major focus.

                              The problem with graphics is that they are physically limited. I.e they are limited by the size and shape of the screen, the inability to reproduce peripheral vision etc. Whereas with sound, there is the ability now to create extremely detailed, immersive, captivating sound and it would enhance gameplay 100%. Add this to a VR visor and will be keeping cyanide in the drawer to prevent torture

                              Comment

                              • Neat_Hedgehog

                                #45
                                Re: Put THIS Into BF3!

                                Yikes... I get shivers up my back from this darn thing. The first few times I heard the matches strike my ears "felt" all hot and I tried to dodge away from it. And then there was a blowing noise and it again "felt" like someone was blowing in my ear, and I leaned away from that, too.

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