I am by no means a game designer, so I apologise in advance if I fail to use the proper jargon. Feel free to correct my mistakes.
My understanding is that, at the moment, in most if not all first-person shooters (such as L4D2 or Bioshock), the "3D audio" is generated by taking the player's position and displacement within the game into account, but mainly by playing on
- balance (to indicate the direction to the source of a sound),
- amplitude (to indicate the distance between the player and the source of a sound).
However, for a psychology experiment, I'd like to make my subjects play a custom first-person shooter with true binaural positional 3D audio using head-related transfer functions (HRTFs). If you don't know what I'm talking about, I invite you to listen to the binaural recording at this URL.
I know of only one game using true binaural positional 3D audio: Papa Sangre, but it's not an FPS.
My questions (all related) are:
- Can any currently available game engine (Valve's Source?) be used to design such an FPS game?
- If the answer to 1. is yes, do you have any useful links?
- If the answer to 1. is no, has a game engine capable of such marvels been announced yet?
- Are there signs that true binaural positional 3D audio will find its way soon in future FPS games? (I certainly hope so!)