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{"id":3126389,"date":"2019-12-29T13:42:00","date_gmt":"2019-12-29T12:42:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/playstation_5-3d-audio_und_die_verbesserung_der_immersion_in_spielen_durch_sound\/3126389"},"modified":"2024-05-13T12:57:32","modified_gmt":"2024-05-13T10:57:32","slug":"playstation_5-3d-audio_und_die_verbesserung_der_immersion_in_spielen_durch_sound","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/playstation_5-3d-audio_und_die_verbesserung_der_immersion_in_spielen_durch_sound\/3126389","title":{"rendered":"PlayStation 5: 3D-Audio und die Verbesserung der Immersion in Spielen durch Sound"},"content":{"rendered":"

In der PlayStation 5 wird bekanntlich ein Chip speziell f\u00fcr die Berechnung und die Realisierung von 3D-Audio eingesetzt. Sound in Spielen wird im Vergleich zur Grafik oftmals untersch\u00e4tzt und daher soll die 3D-Audio-Technologie daf\u00fcr sorgen, dass die Immersion weiter steigt. Hierzu sagte Samuel Justice (Mitbegr\u00fcnder von Sweet Justice Sound; beteiligt am Sounddesign von Fortnite und Injustice 2) in einem Interview mit GamesRadar<\/a>: “Ich glaube, die reine Rechenleistung, die f\u00fcr die Erstellung realistischer Audiomodelle ben\u00f6tigt wird, wird weitgehend untersch\u00e4tzt. In der Vergangenheit ist es uns gelungen, durch eine Menge Tricks und clevere Techniken ziemlich gute Darstellungen akustischer Modelle zu erstellen. Die M\u00f6glichkeit, voll automatisiertes 3D-Audio zu realisieren, ist ein gro\u00dfer Schritt nach vorn f\u00fcr Sound in Spielen und wird sicherlich zu viel immersiveren Erlebnissen f\u00fchren”.<\/p>\n

Laut dem Bericht bei GamesRadar<\/a> sollen die Verbesserungen bereits bei “Standard-TV-Lautsprechern” und normalen Stereo-Kopfh\u00f6rern zu h\u00f6ren sein. Mit (speziellen) Kopfh\u00f6rern soll die Sound-Erfahrung aber deutlich intensiver ausfallen. Marcus Klang (Sounddesigner von Fe und Ghost Giant bei Zoink) erkl\u00e4rt weiter: “Wie kann man mit einem normalen Stereo-Kopfh\u00f6rer Kl\u00e4nge erzeugen, die von […] oben oder hinten kommen? Die Antwort ist die Verwendung von HRTF, der kopfbezogenen \u00dcbertragungsfunktion [head-related transfer function]. Sie beschreibt, wie Ger\u00e4usche vom Kopf, K\u00f6rper und Au\u00dfenohr gefiltert werden, bevor sie das Ohr erreichen, je nach Richtung des eintreffenden Ger\u00e4usches. Alle Menschen haben unterschiedlich geformte K\u00f6pfe, K\u00f6rper und Ohren, und daher hat jeder seine eigene HRTF. […] Es werden oft allgemeine Werte verwendet [beim Sounddesign f\u00fcr Spiele], die auf der Messung der eigenen HRTF oder der Dummyk\u00f6pfe verschiedener Personen basieren – und es kann ein wenig schwierig sein, diese Werte zu reproduzieren, damit sie f\u00fcr alle passen.”<\/p>\n

Marcus Klang zieht einen Vergleich zum Raytracing (zur Verbesserung der Grafikqualit\u00e4t) und meinte, dass die Grundlagen dieser Technologie \u00fcberraschend viele Anwendungen in anderen Disziplinen h\u00e4tten und dazu w\u00fcrde auch die Zukunft des Sound-Designs geh\u00f6ren. “Es kann verwendet werden, um das Gef\u00fchl von Realismus durch genauere Anpassungen\/Justierungen des Sounds abh\u00e4ngig von der Umgebung des Spielers zu verbessern, in Echtzeit”, sagte er.<\/p>\n

Bei der ersten Ank\u00fcndigung der PS5-Hardware erkl\u00e4rte Mark Cerny gegen\u00fcber Wired<\/a>: “Mit der kommenden Konsole ist es der Traum, zu zeigen, wie dramatisch anders das Audioerlebnis sein kann, wenn wir eine betr\u00e4chtliche Menge an Hardware-Power daf\u00fcr bereitstellen.” In der PlayStation 5 soll eine eigene 3D-Audio-Unit auf dem AMD-Chip f\u00fcr 3D-Sound zust\u00e4ndig sein. Man soll kleine, subtile Ger\u00e4usche h\u00f6ren k\u00f6nnen, die z. B. von herumschleichenden Feinden kommen k\u00f6nnten. Die zus\u00e4tzliche Rechenleistung im Vergleich zur aktuellen Generation soll f\u00fcr ein bedeutend besseres Klangerlebnis sorgen. Laut Cerny sei der Vergleich bzw. die Vorstellung “von Raytracing f\u00fcr Sound” gar nicht so abwegig. Er spricht von einem neuen Gold-Standard f\u00fcr die Nutzer von Kopfh\u00f6rern.<\/p>\n","protected":false},"excerpt":{"rendered":"

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