Wow, that 3DIO looks interesting. I'm using the Soundman OKM mics paired with their dummy head straight into my zoom H4N. It translates incredibly well to speakers. Of course it doesnt have the 360 effect without speakers, but the stereo separation is fantastic. I know you really can't do binaural for ALL sound design. But just for a few "WTF" splashes here and there and for ambience / player sounds.... like footsteps, inventory sounds etc.... it really makes a huge difference for the headphones experience. With the future of VR looking pretty bright, seems like now is the time to discuss raising the bar of audio immersion.
Well put!
The binaural technique, like 3D Virtual Reality goggles, is actually pretty old. Back in the 70's, Krautrock acts like Can produced whole albums using dummy head stereophony.
And, like 3D VR goggles, purely binaural audio work somehow never really caught on or found its way into mainstream production - yet.
Good chance for Indie devs? Maybe.
I've tinkered with binaural recordings using the same setup (OKM+Zoom), and while the results are interesting, I feel that - assuming you're not going for ultra-realism - you often still need that "artificially direct" smack with direct control over the stereo width and placement. Needless to say, creating the perception of a three-dimensional space using well-mic'd and well-placed mono signals and reverberation is a skill that has more uses in sound design as well as in music.
Anyway, the trend in 3D gaming is towards audio engines that simulate acoustic properties like reflection, absorption or even precise timing more and more realistically. Look at what graphic engines do with light nowadays - and in many ways, sound distribution is a lot less complex...
Interesting topic at any rate - we'll see what the future brings!
Cheers,
Moritz