Thursday, September 29, 9:30 am — 10:30 am (Rm 406AB)
Abstract:
High fidelity and non-repetitive sound effects, music, dialogue, and ambience are only the beginning of a compelling in-game sound experience. Spatialization (hearing sounds from where they are perceived to occur) is increasingly critical for traditional gameplay and virtual/augmented/mixed reality experiences alike. This talk surveys real-time 3D sound manipulation techniques that marry psychoacoustic theory with practical-for-real-time applied engineering. Topics will include dynamic simulation of position, distance, interaction with game geometry, environmental reverberation, and more. We’ll offer a primer on topics both technical (HRTFs and other processing; spatial formats; middleware integration) and creative (placing non-diegetic audio in a mixed-reality game; mixing techniques; evolving best practices for spatial implementations for headphone and speaker solutions).
This session is presented in association with the AES Technical Committee on Audio for Games |