What VSenses said. To elaborate, right now the game takes sound locations and cues, and mixes them to 7.1. Mobius gets these 7.1 channels and replicates 8 speakers in a digital room which is what we hear. It would be even better if there were a universal API that was able to tell a headphone "this sound is 165 degrees from center, 235cm away and 30cm down from ear level in a room with these dimensions, and the sound is occluded by a 8cm surface (like a wall)" and allow said headphone to calculate the sound based on that. Currently, we have tech kinda like that (check out Steam Audio), but nothing that would allow it to be sent to a headphone (currently it's all calculated by the computer, which means potential headtracking wouldn't be as low latency).
Oh ok I gotcha. @VSENSES what were you talking about from the 90s 00s?
Physics based audio sounds pretty cool though, hadn't looked into game audio creation.
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