No, MW doesn't have HRTF. I'm saying that this library does not work for MW because it is designed for first-person viewpoints pretty much exclusively. Pathing reverbs and the like don't make sense for non-first-person viewpoints and (for example) unrealistic environments without ceilings.
C# is fast enough. C# is within a factor of 2 or so of C and also doesn't have the global interpreter lock and half the modern videogames (anything in Unity) are written in it.
It's not like FMod. Someone could integrate it. Sam Tupy did. It just requires being the perfect kind of game and knowing the math needed to convert your geometries into what it can consume. I don't think STW even uses half of it based on what STW sounds like when one gets close to objects. I'm pretty sure he's mostly just stopped at using it for HRTF. I could make this work if I wanted. Unlike FMod it's not do complicated things and then you don't have studio and you did all those complicated things for little gain. You do actually get benefit out. Indeed SteamAudio doesn't have anything even close to studio, I think. But there are two complications:
First is that HRTF and the like only make sense if you're "looking out of the character's eyes". Even with OpenAL or Synthizer, doing a sidescroller or top down or something and trying to use HRTF is a way to just get frustrated. People have, but it's usually carefully hacking the listener settings until it sounds just right and even then it's not really so great.
Second is the input data. If you think about Swamp for example it's really a 2D map. When you go into the shopping center or whatever it's really just the walls. There's no ceiling in the map data. You might as well think of them as giant vertical cliffs that go up to space, and the entire thing is specified as tiles. With the raytracing-based libraries like this, that's not what they need. They need realistic geometry specified typically as triangles. like, you can't go no ceiling and the church is an infinitely high pillar made of stone, you have to have the materials and model it properly shaped as a church with windows or whatever. And then if you want to simulate all the things based on moving objects or closing doors, you have to actually have modeled doors that close and modeled objects that move realistically. You can do all this in an audiogame, where by you I mean me, because there's enough ways to fake it off tiles if we wanted. But it's a lot of subtlety.
As I said--someone would have to wrap it. You could possibly even wrap it in a higher level C API that takes tile grids and does something smart, I dunno. But it ain't trivial.
It's not a Synthizer basically. It does one highly specific thing well. It's intended to be integrated with other things that do the rest, e.g. background music through the rest of FMod when using the FMod integration. It does first-person viewpoint HRTF stuff super, super well. But...that's it. That's what it's for. I don't think it even has file reading in it. I'm 99% sure it can't even do audio output for you.
New Synthizer will probably be able to let someone write custom nodes, and so for example someone could work all the hard bits out and then mount it into Synthizer. Which is what steamAudio is for, that's how it's intended to be used. But see above about all the hard stuff.
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