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Are there any plans to implement “true” (HRTF) positional audio?
Juan wrote that he considers it useless except for VR, but with VR support coming anyway, it seems to be even more relevant.
I don’t know the details, but it seems like this should be trivial with OpenAL Soft (just a matter of enabling the option, apparently).
I also would really like to see this being implemented. Seems there were some plans but doesn’t seem to have lead anywhere: SoundProbe based reverb/attenuation baking and HRTF audio rendering for XR · Issue #949 · godotengine/godot-proposals · GitHub
4ndrea | 2021-11-28 23:19
I think this would be a great addition to godot as I am making a game where you are completely blind and can only navigate using sound and I’m finding it annoying how games actually don’t have the best audio they can and it’s hard to do it. I disagree that its “useless” if its not in VR as it would make it ten times more immersive.
Sorry, I cant find answers.
FreddieBees | 2023-04-27 15:27