嗯,我确实没用过创新的hw eax,倒是有个创新的声卡,附带那些eax也就是一个后期音效,按这个来推断eax的可编程性见笑了。。
不过按照amd想做的声源追踪,这个确实足够复杂,比如20人副本+10个怪,技能和人声分开算还得翻倍,而且还是实时动态的。每个声源可能有多条路,要认真做还得考虑环境空间位置和遮挡这些。我依然认为dsp不够灵活。
amd确实挺急的,毕竟得一只手撑起psvr。。。软件也有软件的好处,比如更新灵活,向后兼容等。
至于Psychoacoustics,一般的说法是,第二声如果在30ms以内,人会认为是和前一个是同一声音,30ms以外则算作回声或者新的。这个也是有损音频编码的理论基础之一。
Haas found that humans localize sound sources in the direction of the first arriving sound despite the presence of a single reflection from a different direction. A single auditory event is perceived. A reflection arriving later than 1 ms after the direct sound increases the perceived level and spaciousness (more precisely the perceived width of the sound source). A single reflection arriving within 5 to 30 ms can be up to 10 dB louder than the direct sound without being perceived as a secondary auditory event (echo). This time span varies with the reflection level. If the direct sound is coming from the same direction the listener is facing, the reflection's direction has no significant effect on the results. A reflection with attenuated higher frequencies expands the time span that echo suppression is active.[clarification needed] Increased room reverberation time also expands the time span of echo suppression. https://en.wikipedia.org/wiki/Precedence_effect
Acoustics and Psychoacoustics By David Howard, Jamie Angus
也就是说,声音至少的是33fps,也就是每30ms至少得全部重新算一次。
至于调度,AMD官方有说hws能专门保证vr audio的优先度。
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