#WAVES NX VS WINDOWS#
I know plenty of Windows systems that do this. Not to mention, This whole business of selecting what happens when you plug in your headphones has got to go. What I need is for the audio to be totally, completely and 100% unaffected by the software. It's impossible to do so because of the signal processing that goes on, which does all kinds of things to the sound. I work in audio and love my XPS, and wanted to use it as a mobile satellite unit. I've been ALL over the web to find some type of hack or workaround to make this curse go away, and there are limited options.
#WAVES NX VS SOFTWARE#
It's concerning this AWFUL piece of software called Waves MaxxAudio. so this as been an ongoing dilemma for me and it's time I took action instead of working around it.
#WAVES NX VS FREE#
Built from VR studio One Hamsa, you can check out the free demo on Steam right now and see if you can tell the difference between Waves NX’s spatial audio solution or the default ones.Ok. Racket: NX will be exiting its demo state in 2017 and include multiplayer features and even a level editor. I had a blast and could tell if the ball was behind me slightly to the left or right based on the audio alone. All I knew was the audio in Racket: NX was quite well done and did not break immersion. Audio is one of those things where small details may not be as obvious to most people as picture quality.
Racket: NX was action packed, frustratingly fun, and left me feeling like I needed more training.īut what about the spatial audio? Was there really a huge difference? I started flapping my arms around in panic (think of awkward Obama poses) and quickly became immersed in the experience. I felt like I was really in this geodesic dome environment and the ball was out to murder me. For this demonstration, I slapped on my HTC Vive headset with Turtle Beach’s Stealth 350VR headphones and pressed play.Īfter volleying the ball into what I consider to be a cross between racquet ball and “First-Person Pinball,” the subtle audio details give cues to where the ball is whizzing towards and where I should prepare my next assault. Can a person really tell between using Waves spatial audio solution versus the default ones? It was time to play Racket: NX and see for myself. So how does this all translate to VR? VR engines already have spatial audio solutions baked in. If you want to try it yourself, Waves has a web demo which uses your webcam for head tracking audio. It felt like I was in a room where these phantom speakers were blasting on a wood stage, and when I turned my head, the gradual changes to the room were very noticeable. At first, I didn’t understand the point of having head tracking audio, but after they put the headphones on me, I got the weirdest vibe. This is why they created the Waves NX head tracker. Waves wanted to prove how spatial audio can influence your life regardless if it’s in VR or not. Many spatial audio solutions ignore real world physics, and end up producing unrealistic audio experiences that throws you out of immersion (especially if you are an audiophile). Because of the different timing and factors that sound waves travel to our ear, we create a 3D map in our mind of where we are located, just like the difference between a cave or the Sistine chapel. Just as if you were in a pool of water and someone cannonballed, the shock wave would surround you. Sound is a pressure wave that ripples through the air and hits your ear drums causing electrical signals to fire into your brain. We don’t live in space where sound doesn’t travel beyond a specified parameter. I’d be in VR and turn my head away from an audio source, the sound would cut out completely from one of my ears ignoring how real acoustics operated. When trying different spatial audio demonstrations over the past year - some never felt right. Racket: NX is a VR game powered by Waves NX’s spatial audio software.