Quand Cerny s'était exprimé chez Eurogamer il n'a pas fermé la porte de Tempest aux HC et barres de son. Il a principalement dit 2 choses (enfin, si j'ai bien compris):
- actuellement ils bossent sur le support de Tempest pour les TV et enceintes stéréo. Une fois qu'ils seront satisfait du résultat, ils s'attaqueront aux systèmes d'enceintes plus évolués.
- si un développeur est intéressé par Tempest pour plein de canaux, il peut customiser lui-même.
In the PlayStation 5 presentation, it was noted that rolling out 3D audio may take some time. While the core technology is in place for developers, piping out results to users who use various speaker systems is still a work in progress. At launch, users with standard headphones should get the complete experience as intended. Things aren't quite so simple for those using TV speakers, soundbars or 5.1/7.1 surround systems.
"With TV speakers and stereo speakers, the user can choose to enable or disable 'TV Virtual Surround,' so the audio pipeline needs to be able to produce audio that does not have the 3D aspects that I was talking about," Mark Cerny explains. "Virtual surround sound works in a sweet spot, and the user might not be seated in that sweet spot, or the user might be playing couch co-op (hard to fit both players in the sweet spot), etc. When virtual surround sound is enabled, HRTF based algorithms are used. When it is disabled, a simple downmix is performed - eg the location of a 3D sound object determines to what degree its sound comes from the left speaker and to what degree it comes from the right speaker."
As he mentioned in his presentation, there is a basic implementation for TV and stereo speakers up and running and the PlayStation 5 hardware team continues to optimise it.
"Once we're satisfied with our solution for these two channel systems we will turn to the issue of 5.1 and 7.1 systems," adds Cerny. "For now, though the 5.1 and 7.1 channel systems get a solution that approximates what we have now on PS4, which is to say the locations of the sound objects determine to what degree their sounds come out of each speaker. Note that 5.1 and 7.1 channel support is going to have its own special issues, in my talk I mentioned that with two channel systems the left ear can hear the right speaker and vice versa - it's even more complex with six or eight channels! Also note that if a developer is interested in using the Tempest engine power to support six or eight channels, game code is aware of the speaker setup so bespoke support is quite possible."
https://www.eurogamer.net/articles/digi ... -deep-dive