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3D sound (Halo, Grand Theft Auto San Andreas and every game with
positional effects and voices): muffled, smeared and too quiet. The
console's HRTF filters, the head-related responses DirectSound loads
for 3D voices, come as sign-and-magnitude bytes; they were read as two's
complement, so a small negative tap (0x81, -1) became -127 and each
response turned to noise across its 31 taps. Each was then divided by
the sum of its taps' sizes, which left 3D voices 8 to 10 dB under the
rest of the mix (dialogue among them). The taps are read as the
hardware reads them and weighed as it does: the frontal response passes
speech at about unity, and the sides show the head's shadow and the
ear's resonance as they should. Savestates from before are converted as
they load.