Spatial audio and player performance

<p>Earlier this year, I wrote&nbsp;<a href="https://uxdesign.cc/ludic-audio-and-player-performance-part-1-comprehensive-and-indicative-sounds-5113611076dc" rel="noopener" target="_blank">two</a>&nbsp;<a href="https://uxdesign.cc/ludic-audio-and-player-performance-36991a00fec4" rel="noopener" target="_blank">articles</a>&nbsp;on how to intentionally sound design a game to help players deal with in-game challenges. As some pointed out, I ignored the elephant in the room &mdash; the recent advancements in spatial audio that enable players to localize sounds with greater precision.</p> <p>Back then, I decided to skip this topic because of the somewhat conflicting evidence I kept stumbling upon during my literature review. Some sources claimed that spatial audio helps players perform better, while others warned that it introduces distractions that can degrade the experience. Recently, I had a few fruitful discussions with fellow game audio folks who inspired me to take a deeper look at the literature and write this post.</p> <p><a href="https://uxdesign.cc/spatial-audio-and-player-performance-8694d43b708"><strong>Click Here</strong></a></p>
Tags: Spatial Audio