sodiboo :pride_heart: on Nostr: I realize that when storing sound it's incredibly impractical to have spatial data . ...
I realize that when storing sound it's incredibly impractical to have spatial data . but when playing it back, why are we always limited to some set amount of audio channels?
like, 3D games almost always have spatial audio: everything eminates from a point in the world relative to the camera.
why does every game have the option for "Mono / Stereo / Surround Sound 5.1 / Surround Sound 7.1 / Dolby Atmos Whateverthefuck"
why do the game engines have to flatten the audio.
why don't audio servers just support spatial audio and let the games directly convey spatial information?
Published at
2025-08-13 03:25:20 UTCEvent JSON
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"content": "I realize that when storing sound it's incredibly impractical to have spatial data . but when playing it back, why are we always limited to some set amount of audio channels? \n\nlike, 3D games almost always have spatial audio: everything eminates from a point in the world relative to the camera.\n\nwhy does every game have the option for \"Mono / Stereo / Surround Sound 5.1 / Surround Sound 7.1 / Dolby Atmos Whateverthefuck\"\n\nwhy do the game engines have to flatten the audio.\n\nwhy don't audio servers just support spatial audio and let the games directly convey spatial information?",
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