[1] https://en.wikipedia.org/wiki/Head-related_transfer_function
[1] https://en.wikipedia.org/wiki/Head-related_transfer_function
Aureal was sued into bankruptcy by a patent lawsuit from Creative. Creative was able to buy the company out of bankruptcy court, before the patent case was even resolved, and promptly shuttered it, along with removing all drivers and support materials from the internet. Their competing hardware at the time was considerably inferior: just a reverb filter with some tuning knobs.
Carmack intended to implement pure software 3D audio in Doom 3, but Creative threatened with a patent lawsuit over stencil shadows. Result was EAX support.
[1] https://www.openal-soft.org/ [2] https://github.com/kcat/dsoal
Well they won the lawsuit. But the Lawsuit cost was way too high. Not to mention Sound Card wasn't that important at the time, and PC Gaming Market was Tiny, as compared to today. Even Creative themselves lose as market shift to RealTek Audio.
I am said all these great thing happened in the 90s, 3DFx and Glide, along with Aureal 3D all lost.
How does this apply to a consumer console like the PS5? Are they going to sample a lot of people and use some sort of average? Or is there some way to define it per-listener?
I'd buy a PS5 just to be able to watch movies if it had a good surround to HRTF conversion.