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AMD´s Trueaudio sound DSP

I am very excited about this, as after having listened the 3D effect this kind of tech can offer over some cheap stereo headphones I truly think this can revolutionize sound in next gen games.
The Astound Sound pluguin of Genaudio is the engine than leverage Trueaudio DSP ( although it will be able to run in next gen consoles and I supposse that in PCs without Trueaudio via software processing ) and this is an example of the results you get with a pair of stereo headphones:

http://www.youtube.com/watch?v=nKnhcsRTNME

Do you imagine a terror game with this and Oculus Rift?.

Very interesting article about the new AMD sound DSP:

http://www.anandtech.com/show/7370/amd-announces-trueaudio-technology-for-upcoming-gpus

As part of today’s public session for AMD’s 2014 GPU product showcase, AMD has announced a new audio technology for some of their upcoming GPUs. Dubbed TrueAudio, Although technical details are light at this time – more is certainly to come under NDA – what AMD is describing would be consistent with them having integrated some form of audio DSP into their relevant GPUs.

The inclusion of an audio DSP comes at an interesting time for the industry. The launch of the next generation consoles has afforded everyone the chance to make significant technology changes, as the consoles and the realities of multi-platform game publishing meant that many developers stuck with a least common denominator on input, graphics, and audio. For PC game audio this meant that most audio was implemented entirely in software, just as it was with the consoles.

This also coincides with significant changes to the Windows audio stack that came with Windows Vista. Vista saw a significant overhaul of the Windows audio stack, where after years of bad experiences with audio hardware and dodgy drivers for low-end audio chips that implemented most of their functionality in software, Microsoft outright moved the bulk of the audio stack into the user space, i.e. into software. This vastly improved the audio stack stability and baseline features, however in doing so it cut off hardware audio acceleration of the principle 3D audio API of the time, DirectSound 3D.

But with the new consoles and Windows 8, the opportunity has arisen for changes to how audio is handled, and this is what AMD is seeking to capitalize on.

Audio DSPs are nothing new, with pioneers such as Creative Labs and Aureal jump-starting the market for those back in the late 90s. But due to the aforementioned issues they haven’t been a serious market since the launch of Creative Labs’ X-Fi back in 2005. Consequently what AMD is going to be doing here – offloading audio processing to their DSP to take advantage of the greater capabilities of task-dedicated hardware – isn’t itself new. But this is the first serious effort on the subject since 2005.

The advantages of utilizing the DSP are fairly straightforward. Simple audio calculations are cheap, and even simple 3D effects such as panning and precomputed reverb can be done similarly cheaply, but real-time reflections, reverb, and 3D transformations are expensive. Running the calculations to provide 3D audio over headphones and 2.1 speakers, or phantom speakers and above/below audio positioning in 5.1 setups is all very expensive. And for these reasons these effects aren’t used in current generation games. These are the kinds of effects AMD wants to bring (back) to PC gaming.

The challenge for AMD is that they’re going to need to get developers on board to utilize the technology, something that was a continual problem for Aureal and Creative. We don’t know just how the consoles will compare – we know the XB1 has its own audio DSPs, we know less about the PS4 – but in the PC space this would be an AMD-exclusive feature, which means the majority of enthusiast games (who historically have been NVIDIA equipped) will not be able to access this technology.

To jump ahead of that AMD is already forging relationships with the most important firms in the PC gaming audio space: the audio middleware providers. AMD is working very closely with audio firm GenAudio of AstoundSound fame, who in turn has developed audio engines utilizing the TrueAudio DSP. GenAudio will be releasing plugins for the common PC audio middleware to jumpstart the process, Firelight Technologies’ FMOD and AudioKinetics’ Wwise. AMD is also working with AudioKinetics directly towards the same goal.

AMD is also approaching game developers directly on this matter. Eidos has pledged support in their upcoming Thief game, and newcomer Xaviant pledging support for their in development magical loot game, Lichdom. All of this will of course be available to anyone using the Wwise or FMOD audio engines.

It bears mentioning that AMD’s audio DSP is not part of a stand-alone audio card, rather it’s a dedicated processor created so that developers can take advantage of the hardware to process their audio, and then passing that back to the sound card for presentation. This means that the audio DSP can be utilized regardless of the audio output method used – speakers, headphones, TVs via HDMI, etc – but it also means that developers need to actively include support for TrueAudio to use it. This won’t allow 5.1 audio to headphone downmixing for existing software, for example. Developers will at a minimum need to patch in support or design it into future games.

Wrapping things up, I had a chance to briefly try Xaviant’s Lichdom audio demo, which is already TrueAudio enabled. As someone who’s already a headphones-only gamer, this ended up being more impressive than any game/demo I’ve tried in the past. Xaviant has positional audio down very well – at least as good as Creative’s CMSS3D tech – and elevation effects were clearly better than anything I’ve heard previously. They’re also making heavy use of reverb, to the point where it’s being overdone for effect, but what’s there works very well.

To be clear here, nothing here is really groundbreaking; it’s merely a better implementation of existing ideas on positioning and reverb. But after a several year span of PC audio failing to advance (if not regressing) this is a welcome change to once again see positional audio and advanced audio processing taken seriously.

 

StaSeb

Member
I found it most interesting to see the AstoundSound-Guys involved with AMD. I met them at GDC, just by chance and over some smalltalk was invited to a demo of Doom 3 running their audio-driver.

You can check out the Demo here (Headphones required).

Initially I was very sceptical about it. And listening to the game with stereo-headphones I was getting some nice surround-effects, especially the elevation. But it was not too much of a difference to the way dolby headphone on my astros works. But then they showed something very cool. A simple prototype consisting of a plastic board with some dsp-processor and four cheap-ass-speakers soldered on it, receiving a stereo-signal. And that little board created an amazingly plastic sound. When the shells of the rifle hit the ground left of the player I could hear them falling on the floor to the left of me. And all that was coming from a little piece of plastic in my hands, not bigger than a tablet. I was most impressed.

And then I wondered a lot. Because GenAudio and their AstoundSound-tech were practically nonexistent on the web. No tweets, no videos, no news. And It was clearly a hard to sell product - because it needed some deep integration in game engines. I am very surprised and happy to see them on board with AMD. Their tech still is "only" kind of a DSP for virtual surround sound - or more precision with a surround setup - but at least for me it is a very convincing one.

What does GAF think? And did you find any new demos from the AMD event? I am very interested to hear AMDs complete product.
 

peakish

Member
I'm more interested in audio than graphical advances right now, good to see there's finally something happening after all those crazy sound cards I couldn't try from ten years ago. Let's hope it catches on.
 

StaSeb

Member
How does this compare to Dolby Digital 5.1?

A big difference is the way you can hear elevation - sounds over or below your character in game. With DD5.1 you have those five audio-sources in your living room - ypur five speakers. AMD TrueAudio promises to give you the sensation of sounds originating from all possible places. See my impressions above. I heard sounds come from the floor when I had the demo. And there were no speakers there or anywhere at that level.
 

syko de4d

Member
i really want to have audio like this for VR Games. The level of immersion would be so crazy high.

But it´s sad thats only for AMD cards (and only some of them) :/
 

Tenck

Member
That newspaper part in the video in the OP is fucking nuts. I would definitely support anyone who actually takes advantage of this.
 

Kiriku

SWEDISH PERFECTION
Feels like several companies have been trying to establish this kind of technology in gaming for years now, all kinds of HRTF and 3d positioning sound solutions. But yeah, maybe it will all work out with dedicated hardware. Or not. Releasing plugins for Wwise and FMOD is a good start, too bad it's limited to AMD though, makes it harder for this kind of technology to become a standard (which I'm hoping for).
 

PFD

Member
I seriously thought some of the noises in the video were real and actually took my headphones off to be sure. Pretty freaky stuff
 

Naminator

Banned
I wonder if their technology will conflict with my X-Fi CMSS 3D technology in my Creative Titanium Sound Card.

I've been using it for a while with a pair of Sennheiser HD650's and the 3D sound effects in games were pretty damn good and accurate.
 
quite impressive. Not the best thing out there but good enough that I can't imagine not using it if it was my only option.

edit: just listened to the first video. I take it back this is the best "fake" surround sound I've ever heard. And I play on headphones almost exclusively
 
I wonder if their technology will conflict with my X-Fi CMSS 3D technology in my Creative Titanium Sound Card.

I've been using it for a while with a pair of Sennheiser HD650's and the 3D sound effects in games were pretty damn good and accurate.

I'm also using x-fi cmss 3d, it works great for shooters like bf3. I wonder whats the difference between this new tech and cmss-3d.
 
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