We recently found out that a press release for
PS3 a Codemasters game called Dirt is using 3rd order ambisonics for spatialisation of sound.
It makes a great deal of sense for computer games to use ambisonics. Ambisonics will offer a greater degree of realistic soundfiled reproduction, stronger localisation of sounds, better rendering of sounds between speakers, and easier generation of ‘room’ effects like reverberation etc.
The details of how exacty the
PS3 Codemasters came to be using ambisonics is yet to be determined. For example, is height included (I doubt it). Also, what is the level of sophistication of the decode into 5.1 (are shelf filters and distance compensation involved) ? Is the decode done for the standard ITU speaker layout … or have they gone for the more realistic yet less ‘recommended’ classic square decode?
Sony Codemasters has done … cudos should go out to whoever made the leap of faith (or the lobying) to exploit ambisonics.
…and actually, I reckon this is a big
the biggest ‘step’ forward for ambisonics in a long time, because it is exposing the concept of ‘ambisonics’ to many newcomers.