Re: Dolby's Atmos technology will bring new layer of surround sound

Your sound card may talk to more or provide higher sampling rates.  But the days of offloading 3D audio to them is over, mostly because literally no one but Creative even supports it now, and Creative doesn't even implement all of their own standards and has officially killed the documentation for OpenAL.  In the sense that you need one to get high quality out, they are still required; in the sense that they're supposed to take a lot of jobs related to setting up effects for games, they're on the very, very edge of the chasm of completely dead.  I'm not saying that you don't have one with these features.  I'm saying that no one programs for them, for a variety of reasons-foremost increased CPU speeds and a lack of a cross-soundcard standard.
As for Z axis? yes, this might help with that in the sense that you can turn your head.  But why write a game for it?  Maybe 10% of the playerbase will have one, so you can' t use it for gameplay elements.  If we want to talk about the Z axis, hooking head tracking up to Libaudioverse or another HRTF implementation is the only real hope for anything that's not going to be a tech demo, and there's still the issue of getting everyone to have head tracking (mice are much cheaper, and those were a big struggle for Swamp, or so I've heard).  The Z axis problems aren't audio problems, anyway.  Improving the audio might allow you to aim vertically, which is cool, but it doesn't help communicate staircases that climb around the walls of the room, or anything like that.

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