Fegefeuer
Headphoneus Supremus
- Joined
- Mar 17, 2011
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PC True Audio, PS4 True Audio, Xbone's SHAPE similarly to use. Talk about REAL hardware accelerated audio explosion. The future can only be bright.
http://www.maximumpc.com/everything_you_wanted_know_about_amd%E2%80%99s_new_trueaudio_technology_2013
What is True Audio?
In a nutshell, TrueAudio is a return to the concept of hardware accelerated audio processing, with AMD leveraging their position to put the necessary hardware on the GPU. Hardware accelerated audio processing in the PC space essentially died with Windows Vista, which moved most of the Windows audio stack into software. Previously the stack was significantly implemented through drivers and as such various elements could be offloaded onto the sound card itself, which in the case of 3D audio meant having the audio card process and transform DirectSound 3D calls as it saw fit. However with Vista hardware processing and hardware access to those APIs was stripped, and combined with a general “good enough” mindset of software audio + Realtek audio codecs, the matter was essentially given up on.
Now even with the loss of traditional hardware acceleration due to Vista, you can still do advanced 3D audio and other effects in software by having the game engine itself do the work. However this is generally not something that’s done, as game developers are hesitant to allocate valuable CPU time to audio and other effects that are difficult to demonstrate and sell. Further complicating this is of course the current generation consoles, which dedicate a relatively small portion of what are already pretty limited resources to audio processing. As a result the baseline for audio is at times an 8 year old console, or at best a conservative fraction of one CPU core.
MPC: You guys are using GenAudio and McDSP. GenAudio’s says AstoundSound modeling is based on how the brain reacts to sound rather than the older model of putting microphones into head dummies to create the algorithms. GenAudio calls it HRBF. How is HRBF an improvement on Head Related Transfer Functions (HRTFs)?
AMD: [...] GenAudio’s BRTF is based on the way the brain actually interprets audio, as analyzed through EEG-fMRI and MEG data. Traditional HRTFs assume, as you implied, that your head is the same size and shape as the dummy head used to create the psychoacoustic model. But the critical failing of an HRTF is that nobody’s head is the same size or shape as the binaural dummy head, so you have to go deeper. Right into the brain. Learn how the brain itself receives and processes a 3D soundfield, and then you work back from there to create the algorithms that work on that level. The GenAudio team has done that, and I’ve not met one person who hasn’t been blown away by the quality of their methods as demonstrated in Lichdom.