Re: WebAudio question

@4
Yeah, that's right now I think.  You made the change I proposed in 6.

HRTf is terrible at in front/behind.  HRTF is also terrible if you're trying to just use it as a stereo panner.  I am 99% sure that your issue is that you have taken something that's intended to be a realistic simulation and tried to make it into something unrealistic--for example if you take a razor or something and pull it from in front straight toward your head in real life, the sound goes off to one side as well unless you perfectly center it at the nose.  If something is close to the head a few inches either way will show up and you *are* supposed to be able to hear it how you're describing, because that's what a real object would do.  Don't forget that in game land you're probably simulating the head and other objects as not having size; if you put the source very, very, very close to the center of the head it also gets weird because it's not meant for that either.

If you aren't doing an FPS you may not want hrtf at all; two gain nodes and a channel merger can make a perfectly controllable panner for a sidescroller, and that plus a little work gets you Shadow Rine.  Some of what you're saying implies to me that HRTF is not the right tool for whatever sort of game you're trying to make; as impressive as it is, it's not the end-all of audiogaming and there are a bunch of projects I wouldn't use it for despite currently writing an implementation of it.

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