Re: questions on audiogame development

no no no. I'm not saying that you should make one, just that it can be done in about a day assuming all the other parts exist and you know what you're doing.  There's a lot more to a good audio experience that takes longer, i.e. reverb, and of course all the other parts have to be there.  The irony is that, if you know the trig to compute the parameters, the part that applies the effect itself is about 15 lines.  It's all the stupid framework and support code that gets in the way.
The problem is, at the moment, that's the easiest way to get it in my opinion.  OpenAL actually graduated to tortuous today when I found yet another shortcoming in it, and distributing OpenAL and managing to get a consistent experience is next to impossible without instructing users to edit an ini.  Long and short of it is-no, you don't want HRTF for your first game.  You can get away without even lowpass.  if you've never done a game or medium to large programming project of 2000 lines or more yet, don't bother and just use the most basic thing you can find.

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