ABSTRACT

In this chapter the author focuses on the common misconception that increases the number of channels for an audio signal increasing the overall quality of that signal in some meaningful fashion. He recalls a point at which Aaron and he were testing a feature he was working on: allowing submixes to optionally have their own channel configurations. This feature was in pursuit of adding support for ambisonics in Unreal. The fictional Orb speaker kit presents a lot of similar issues that binaural spatialization solutions have already proposed. There is a notable concern in moving parameters to structs means that a parameter before calling one of the function without causing any sort of compiler errors is easily missed. One of the biggest concerns the channel-agnostic submix graph is what it means for submix effects, such as reverb or compression. Implementing support for every individual mixer type becomes extremely complex as the number of potential mixer interfaces grows.