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Why does sound technology seems to be lagging behind? (3d, physics, etc)

1 pointsby nunodonatoover 11 years ago
Hi HN!<p>I&#x27;ve a long time passion with binaural audio (spatial sound, aka, the real 3d), and took the initiative to tap this unexplored potential to start creating a game that is all about sound, no visuals.<p>The more I research the more I get to realize that recreating realistic sound environments in computers is really lagging behind, compared to, for example the realistic physics we have in today&#x27;s games, photorealistic renders and 3d scenes etc.<p>Sound is lightyears away! Why is nobody puting effort into it? Is it more challenging than 3d or physics? In fact, sound IS physics, so it would make sense to have the whole package together.<p>Why is the &quot;sound industry&quot; not pushing this further? thanks!

2 comments

nunodonatoover 11 years ago
I don&#x27;t want to use this for self-promotion, so I&#x27;m posting a link here in the comment, for those who want to know more about my experiments with spatial sound: <a href="http://bitoutsidethebox.com/shabda/" rel="nofollow">http:&#x2F;&#x2F;bitoutsidethebox.com&#x2F;shabda&#x2F;</a> (its very very pre-pre-alpha, but playable in all 3 OSes)
angersockover 11 years ago
The tech side seems mostly solved as of the late 90s&#x2F;early 00s--look at A3D, EAX, etc.<p>The production side is tricky and expensive, though, and can be hard for indie teams to get right unless they&#x27;ve got a <i>lot</i> of experience.<p>What makes you ask this question?
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