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HRTF Audio in PUBG Explained: Enhancing Spatial Awareness

The developers behind the hit battle royale game, PUBG, focus on ensuring the game is in top shape. Recently, audio changes made to the PC version of the title sparked immediate player concern on the Steam page.

In response, Bluehole issued an apology along with a thorough explanation and a commitment to improvement.

“Some of you have noticed that we made some changes to the way sound works in PUBG’s most recent patch. First things first: We should have explained the change in the patch notes.”

They continued with their update by stating, “Many of you have called us out about not being thorough enough about documenting changes in the patch notes, and rightfully so. It’s something we’re going to try our best to fix going forward, and you guys should absolutely continue to hold us accountable when we miss something."

“With that said, we’d like to explain what’s changed with the game’s sound systems. We’ll also share how we plan to further improve the systems moving forward. First, the primary audio changes have to do with the sounds other players’ gunshots make. Previously, this plug-in only affected sounds related to movement, explosions, and empty cartridges-not opponents’ gunshots. You could generally tell whether shots were being fired from your left or right sides, but things were more problematic when trying to differentiate between sounds directly in front of or behind your character. There was also no way to tell whether shots were coming from above or below.”

You can hear some of the before and after clips here to see the difference they are referencing, even including the weapon sounds frequently referenced in the comment section.

“We think these changes are a big improvement that should help you detect the location of enemies much more effectively than before,” Bluehole continued. We’re keeping tabs on feedback like this, and we’ll keep making updates to the sound system going forward.

So, what is HRTF and how does it work in PUBG?

Understanding HRTF (Head-Related Transfer Function)

How HRTF Improves Positional Audio in Games

A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2-5 kHz with a primary resonance of +17 dB at 2,700 Hz.

A pair of HRTFs for two ears can be used to synthesize a binaural sound that seems to come from a particular point in space. It is a transfer function, describing how a sound from a specific point will arrive at the ear (generally at the outer end of the auditory canal).

Some consumer home entertainment products designed to reproduce surround sound from stereo (two-speaker) headphones use HRTFs.

Humans have just two ears, but can locate sounds in three dimensions - in range (distance), in direction above and below (elevation), in front and to the rear, as well as to either side (azimuth). This is possible because the brain, inner ear, and the external ears (pinna) work together to make inferences about location.

Humans estimate the location of a source by taking cues derived from one ear (monaural cues), and by comparing cues received at both ears (difference cues or binaural cues). Among the difference cues are time differences of arrival and intensity differences.

The monaural cues come from the interaction between the sound source and the human anatomy, in which the original source sound is modified before it enters the ear canal for processing by the auditory system. These modifications encode the source location and may be captured via an impulse response which relates the source location and the ear location. This impulse response is termed the head-related impulse response (HRIR).

Convolution of an arbitrary source sound with the HRIR converts the sound to that which would have been heard by the listener if it had been played at the source location, with the listener's ear at the receiver location.

The HRTF can also be described as the modifications to a sound from a direction in free air to the sound as it arrives at the eardrum. These modifications include the shape of the listener's outer ear, the shape of the listener's head and body, the acoustic characteristics of the space in which the sound is played, and so on.

In the AES69-2015 standard, the Audio Engineering Society (AES) has defined the SOFA file format for storing spatially oriented acoustic data like head-related transfer functions (HRTFs).

HRTF describes how a given sound wave input (parameterized as frequency and source location) is filtered by the diffraction and reflection properties of the head, pinna, and torso, before the sound reaches the transduction machinery of the eardrum and inner ear (see auditory system).

Linear systems analysis defines the transfer function as the complex ratio between the output signal spectrum and the input signal spectrum as a function of frequency. Blauert (1974; cited in Blauert, 1981) initially defined the transfer function as the free-field transfer function (FFTF). Other terms include free-field to eardrum transfer function and the pressure transformation from the free-field to the eardrum.

One method used to obtain the HRTF from a given source location is therefore to measure the head-related impulse response (HRIR), h(t), at the ear drum for the impulse Δ(t) placed at the source. Even when measured for a "dummy head" of idealized geometry, HRTF are complicated functions of frequency and the three spatial variables. For distances greater than 1 m from the head, however, the HRTF can be said to attenuate inversely with range. It is this far field HRTF, H(f, θ, φ), that has most often been measured.

HRTFs are typically measured in an anechoic chamber to minimize the influence of early reflections and reverberation on the measured response. HRTFs are measured at small increments of θ such as 15° or 30° in the horizontal plane, with interpolation used to synthesize HRTFs for arbitrary positions of θ.

In order to maximize the signal-to-noise ratio (SNR) in a measured HRTF, it is important that the impulse being generated be of high volume. In practice, however, it can be difficult to generate impulses at high volumes and, if generated, they can be damaging to human ears, so it is more common for HRTFs to be directly calculated in the frequency domain using a frequency-swept sine wave or by using maximum length sequences.

The head-related transfer function is involved in resolving the cone of confusion, a series of points where interaural time difference (ITD) and interaural level difference (ILD) are identical for sound sources from many locations around the 0 part of the cone.

When a sound is received by the ear it can either go straight down the ear into the ear canal or it can be reflected off the pinnae of the ear, into the ear canal a fraction of a second later. The sound will contain many frequencies, so therefore many copies of this signal will go down the ear all at different times depending on their frequency (according to reflection, diffraction, and their interaction with high and low frequencies and the size of the structures of the ear.)

These copies overlap each other, and during this, certain signals are enhanced (where the phases of the signals match) while other copies are canceled out (where the phases of the signal do not match). If another person's ears were substituted, the individual would not immediately be able to localize sound, as the patterns of enhancement and cancellation would be different from those patterns the person's auditory system is used to.

Assessing the variation through changes between the person's ear, we can limit our perspective with the degrees of freedom of the head and its relation with the spatial domain. Through this, we eliminate the tilt and other co-ordinate parameters that add complexity. For the purpose of calibration we are only concerned with the direction level to our ears, ergo a specific degree of freedom.

Typically, sounds generated from headphones are perceived as originating from within the head. In the virtual auditory space, the headphones should be able to "externalize" the sound.

Let x1(t) represent an electrical signal driving a loudspeaker and y1(t) represent the signal received by a microphone inside the listener's eardrum. Similarly, let x2(t) represent the electrical signal driving a headphone and y2(t) represent the microphone response to the signal. The goal of the virtual auditory space is to choose x2(t) such that y2(t) = y1(t).

HRTF Coordinate System

where L is the transfer function of the loudspeaker in the free field, F is the HRTF, M is the microphone transfer function, and H is the headphone-to-eardrum transfer function.

Therefore, theoretically, if x1(t) is passed through this filter and the resulting x2(t) is played on the headphones, it should produce the same signal at the eardrum. Since the filter applies only to a single ear, another one must be derived for the other ear.

There is less reliable phase estimation in the very low part of the frequency band, and in the upper frequencies the phase response is affected by the features of the pinna. Earlier studies also show that the HRTF phase response is mostly linear and that listeners are insensitive to the details of the interaural phase spectrum as long as the interaural time delay (ITD) of the combined low-frequency part of the waveform is maintained.

A scaling factor is a function of the anthropometric features. For example, a training set of N subjects would consider each HRTF phase and describe a single ITD scaling factor as the average delay of the group. This computed scaling factor can estimate the time delay as function of the direction and elevation for any given individual.

The HRTF phase can be described by the ITD scaling factor. This is in turn quantified by the anthropometric data of a given individual taken as the source of reference. that represents the subject's anthropometric features as a linear superposition of the anthropometric features from the training data (y' = βT X), and then apply the same sparse vector directly on the scaling vector H.

We solve the above minimization problem using least absolute shrinkage and selection operator.

where The HRTFs for each subject are described by a tensor of size D × K, where D is the number of HRTF directions and K is the number of frequency bins. All Hn,d,k corresponds to all the HRTFs of the training set are stacked in a new tensor H ∈ RN×D×K, so the value Hn,d,k corresponds to the k-th frequency bin for d-th HRTF direction of the n-th person.

Accumulation of HRTF data has made it possible for a computer program to infer an approximate HRTF from head geometry.

HRTF in Gaming and Modern Systems

Recordings processed via an HRTF, such as in a computer gaming environment (see A3D, EAX, and OpenAL), which approximates the HRTF of the listener, can be heard through stereo headphones or speakers and interpreted as if they comprise sounds coming from all directions, rather than just two points on either side of the head.

Windows 10 and above come with Microsoft Spatial Sound included, the same spatial audio framework used on Xbox One and Hololens 2. On a Windows PC or an Xbox One, the framework can use several different downstream audio processors, including Windows Sonic for Headphones, Dolby Atmos, and DTS Headphone:X, to apply an HRTF.

Apple similarly has Spatial Sound for its devices used with headphones produced by Apple or Beats.

Linux is currently unable to directly process any of the proprietary spatial audio (surround plus dynamic objects) formats. SoundScape Renderer offers directional synthesis.

PulseAudio and PipeWire each can provide virtual surround (fixed-location channels) using an HRTF. Recent PipeWire versions are also able to provide dynamic spatial rendering using HRTFs, however integration with applications is still in progress.