Hmm are they not using transfer functions to do directional sound?
Who is the guy responsible for the directional sound? /u/GDFireFrog?
Hmm are they not using transfer functions to do directional sound?
Who is the guy responsible for the directional sound? /u/GDFireFrog?
We tried a HRTF implementation back in the day, Phonon by Valve's, but we didn't quite like what it did to the timbre of the sounds. We plan to test different implementations in the future as we have more options now. This would be an option that people can choose. I don't think it would be a default as some people may not think that's worth the latency increase (which I assume would be there, I'm purely speculating with regards to the latency thing just from my understanding of how HRTF works, which may be wrong, and I've never measured this back in the day).
Regarding the thread, we are aware the sounds need improvement, we have a few open threads of development at the moment with audio. For example, we should have a specific fix in our environment intersection query system for a bug that is probably affecting vertical localization (I just haven't had time to confirm yet 100% but it matches some issues that people are reporting).
Besides that we'll probably be re-addressing the movement sounds completely at some point and probably try to design them in a way that lends itself better to relative altitude differentiation. Maybe each sound needs to be designed independently with different layers, maybe they need to be a bit more tonal in nature, etc, but we are aware of how flawed this aspect of the game is and we are on top of it.