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Dolby Atmos for UE4

Discussion in 'ACC General Discussions' started by rikirk, Jun 9, 2018.

  1. rikirk

    rikirk Gamer

    Dear Kunos,

    Really hope you can implement the audio experience for VR (headphones) and Multichannel with the upcoming release of ACC.

    Since this is a PC only version, it would be very easy and convenient for your customers to adopt the technology:

    https://www.dolby.com/us/en/categories/games.html

    Is the feature in reference part of the deal?

    Thanks for you attention.
     

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  3. Typer

    Typer Racer

    Does Dolby Atmos work with headphones? I thought it was just for home cinema stuff where it reflects the sound off the ceiling and whatnot.

    Is positional audio maybe what you’re looking for?

     
  4. rikirk

    rikirk Gamer

  5. Typer

    Typer Racer

    Oh OK, I see. Thanks.

    It’s hard to tell what benefits Atmos has without a direct A/B comparison with the default built-in positional audio that UE provides using basic stereo.

    TBH that Dolby Overwatch demo video sounded a bit off to me. When the sound source moved past the camera, the positioning felt a little jumpy to me, as if there were only a few discreet positions in 3D space that the audio could be appearing to originate from.

    There was an interesting demo of enhanced 3D audio that took into consideration the acoustics of the virtual space, that was posted to this forum a few months back, I’ll see if I can find it.
     
  6. Andrew_WOT

    Andrew_WOT Alien

    I couldn't tell the difference listening samples with very good headphones, same for Windows native Spatial, slight change of balance and pitch but positionally not much better, may be because of my external USB DAC.
    Same as Dolby Headphones gimmick before, it just muddies the sound and don't belong to high end audio setups, good clean original stereo without post processing will always sound better.
     
    Last edited: Jun 10, 2018
    AlleyViper likes this.
  7. Typer

    Typer Racer

    Hmmm, can’t find it unfortunately, perhaps someone else can. It was a first-person demo of the camera moving though a some basic buildings with various different sound sources. You could hear the sound reflecting off of walls and being distorted by the objects the environment. It was pretty good if memory serves.

    I did stumble across this 3D binaural recording of real GT3 cars practicing at Monza that someone else posted, and it sounds f-ing epic.



    Those Huracans and Mercs are spellbinding.
     
    c.j and Ischemica like this.
  8. Typer

    Typer Racer

    Sooooo, I just found this demo from Dolby that “compares” Atmos to plain stereo:



    Jesus Christ, what disingenuous bull****. SMH.
     
  9. Andrew_WOT

    Andrew_WOT Alien

    And you are listening to all that via your regular Windows stereo driver, without any Dolby Atmos.
     
  10. Typer

    Typer Racer

    Well, on an iPad, but that’s not really the point. AIUI (though I could be way off base), the video portrayed that as a demo of Atmos, not a simulation. The implication being that the sound processing had been “pre-rendered” for that demo.

    But that’s not really the point I was making, their “this is stereo” example of two static sound sources was a pretty dishonest representation of the sound stage you can achieve with regular common-or-garden stereo.
     
    Andrew_WOT likes this.
  11. Andrew_WOT

    Andrew_WOT Alien

  12. Typer

    Typer Racer

    Ah, this isn’t the one I had in mind, but it’s very similar:

     
  13. Typer

    Typer Racer

    Ah OK, no worries. Indeed.

    Yeah, I never thought surround made much sense for music, for the reasons mentioned in the article but also, how often do people sit down on the sofa in front of their multi-channel home cinema system to listen to some tunes? And how many people even have such a setup? I would guess in the grand scheme of things, vanishingly small numbers.


    I’ve got a few ideas about where I’d like to stick ‘em, they mostly involve the marketing department of Dolby Laboratories, Inc.
     
    McKiernan and Andrew_WOT like this.
  14. rikirk

    rikirk Gamer

    It's all about how the sound has been recorded and intended to be reproduced by mixing the audio channels.

    Confusing music and games doesn't help the conversation.

    If they want to go the chesky way I am fine with it as long I don't hear cracking noise instead of the engine from my headphones via external DAC as I do now and then.
     
  15. Andrew_WOT

    Andrew_WOT Alien

    Bump up number of audio channels is audio.ini.
    The default is 256, try 512 or even 1024.
     
    rikirk likes this.
  16. rikirk

    rikirk Gamer

    I'm on 512, will try 1024. Thank you :)
     
  17. martcerv

    martcerv Alien

    This is however a recording in a binaural microphone setup, this setup helps capture sound as our own 2 ears would hear them by putting microphones inside some full head or ear moulds.

    [​IMG]

    Capture this properly with good hardware and then play it back in some good headphones it will be amazing. However its not a simulation or computer generated audio file more like comparing a video capture to cgi or realtime rendering its 2 very different things.

    Its highly unlikely for any game or even surround audio simulation to come close to this. It would need to do something like audio wave tracing as it interects with all other objects in the scene that creates that sound we hear.
     
  18. Typer

    Typer Racer

    Thanks for the background info, that’s what I thought it would be like, though I didn’t realise they had actual models of human ears attached.

    So yeah, I was mostly posting it as a good benchmark for the sort of recordings that were possible to achieve in the real world. Well, that and that it’s just damn good ear porn. If a sim could get anywhere near that sort of thing I’d be very impressed.
     
    martcerv likes this.
  19. M-Bimmer

    M-Bimmer Racer

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