C. Schissler and D. Manocha, “GSound: Interactive Sound Propagation for Games,” in Proc. AES Conference: 41st International Conference: Audio for Games, Feb. 2011, Paper P2-6. [Online]. Available: https://aes.org/publications/elibrary-page/?id=15770
Schissler C, Manocha D. GSound: Interactive Sound Propagation for Games. In: AES Conference: 41st International Conference: Audio for Games. Audio Engineering Society; 2011. Paper P2-6. Available from: https://aes.org/publications/elibrary-page/?id=15770
@inproceedings{Schissler2011_15770,
author = {Schissler, Carl and Manocha, Dinesh},
title = {{GSound: Interactive Sound Propagation for Games}},
booktitle = {AES Conference: 41st International Conference: Audio for Games},
note = {Paper P2-6},
year = {2011},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=15770}
}
TY - CPAPER
TI - GSound: Interactive Sound Propagation for Games
AU - Schissler, Carl
AU - Manocha, Dinesh
T2 - AES Conference: 41st International Conference: Audio for Games
M1 - Paper P2-6
PY - 2011
DA - 2011/02/06
UR - https://aes.org/publications/elibrary-page/?id=15770
PB - Audio Engineering Society
LA - en
AB - We present a sound propagation and rendering system for generating realistic environmental acoustic effects in real time for game-like scenes. The system uses ray tracing to sample triangles that are visible to a listener at an arbitrary depth of reflection. Sound reflection and diffraction paths from each sound source to the listener are then validated using ray-based occlusion queries. Frame-to-frame caching of propagation paths is performed to improve the consistency and accuracy of the output. Furthermore, we present a flexible framework, which takes a small fraction of CPU cycles for time-critical scenarios. To the best of our knowledge, this is the first practical approach that can generate realistic sound and auralization for games on current platforms.
ER -