Hey Guys !
I am writing a 3D sound engine on top of the XAudio2 sound API with conjunction with the X3DAudio API.
- A restriction for the system is that users must use the software with headphones.
I managed to create 3D sound sources in virtual space, by going through the How to: Integrate X3DAudio with XAudio2 msdn guide and the provided XAudio2 sample supplied with the June 2010 DirectX SDK / Microsoft Windows SDK (I think).
Problem is, that there isn't much correlation between the real physical ears sensetivity and the acheived sound result, you can't determine the object's depth and orientation in space as if it were there physically.
Now, I am not a sound engineer, nor an expert in this feild, I want to acheive a Binaural sound effect so I think that the next step for me is to get deeper in the mathematics of the "Head-related transfer" function.
Any advice on how to acheive such a super realistic effect, the right and fast way ?