So far, we've only scratched the surface of the question: "Yes, but what am I listening to anyway?" So now it's all about content. It's not so easy to say in general terms where 3D audio actually enables good content. Depending on the context, there can be a completely different technology behind it in the form of formats or game engines. That's why I've come up with a structure that I'll simply call the "3D audio matrix" - or pyramid? Be that as it may, the whole thing is intended to provide a reference for applications and their prime examples, the advantages and disadvantages of 3D sound, and of course an overview of formats and tools with their respective peculiarities. You have to take a few steps to understand this: 3D audio is not just 3D audio. So let's first go back several dimensions to the origin, i.e. from 3D audio to 2D, 1D, 0D..
The 3D audio matrix overview How, 0D? Admittedly, that's a bit abstract. How can you visualise it? I'm taking a mathematical ...
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