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Comment on The Quite OK Audio Format for Fast, Lossy Compressionparent

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I'm curious, why encode audio server-side? Other games in this genre I've seen seem to have clients do encoding/decoding, and do the spatial audio clientside, with the server just passing each user's audio and position data along from client to client. Especially in VR where ideally there should be no latency between turning your head and the audio shifting. Are there any reasons to do this on the server, or am I misunderstanding something?

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