Has anyone here ever tried implementing a holophonic algorithm? The only good 3D sound I have ever experienced (especially with headphones) was A3D, which is now sadly dead, and EAX/Surround/OpenAL and whatnot sucks. Period.
I know C but holophonic sound is quite a bit over my head, as it's more of DSP, not to mention a bit more advanced than other normal C stuff. There isn't much on the net about this either, apart from a few articles describing holophonic audio.
I don't think holographic audio has been tested very thoroughly for side effects, it could cause brain hemorrhages or trigger epileptic siezures or worse, it could cause everything to sound like techno music, permanently!
I'm gonna stick with good old fashion "binatural" audio until the coast is clear.
Brain hemorrhages? You gotta be kidding me. It's just audio, not black magic.
I tried some recordings of holophonic sound online and wasn't very impressed - it's claimed to be much more realistic than binaural (btw: not "binatural") audio, but I didn't hear much of any difference between the two. Holophonic audio seems to be based on pseudoscience anyways.
I'm not sure how much computation it takes to render binaural recordings from synthetic sound sources - i.e. whether it would be fast enough to do in real-time in a game or not. It's worth looking into; there are probably some academic papers about it.
I would have said loss of motor skill, but you need those for game development.
Maybe you can combine this technology into a single unit with a VR headset that fires lasers into your eyes.
I'm sure this device would demand a hefty price on the black market and with hardcore gamers.
"Binaural," thanks spell checker.