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by dmit·6y ago·view on hn ↗
> Gamers are actually probably the consumers with the most complex audio pipelines because you're mixing a lot of sound sources in real-time with low latecy, reverb, and other spatial effects.

There's a GDC talk out there about the complexities of audio in Overwatch, a competitive game. Not only do you have invaluable audio cues coming from 12 players at the same time, but also all of their combined abilities and general sound effects, like countdown timers and such.

One of the bigger problems talked about was that in a competitive game you can't just scale the loudness of an opponent's footsteps by the direct distance between them and you. You need to take into account level geometry, and so the game has to raycast in order to determine how loud any single sound effect should sound to every active player in the game.

Edit (link): https://www.youtube.com/watch?v=zF_jcrTCMsA

1 comments
One more thing to add about Overwatch - with all the attention they give to audio, if your CPU is pegged and the game is trying to render 3d audio, nothing can save it and it drops audio.

The end effect is that on low-powered hardware your audio can end up buzzing. In addition the high costs of dolby atmos processing on the CPU affects the rest of the game, such that turning off dolby atmos is a viable way to get higher FPS at the cost of lower-fidelity audio.