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Conference Paper

GSound: Interactive Sound Propagation for Games

Authors: Schissler, Carl; Manocha, Dinesh

AES Conference: 41st International Conference: Audio for Games · Paper P2-6 · February 2011

Abstract

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.

Details

Published in
AES Conference: 41st International Conference: Audio for Games
Paper number
P2-6
Publication date
February 6, 2011
Session subject
Audio for Games
Affiliation
University of North Carolina, Chapel Hill, NC, USA (See document for exact affiliation information.)
Type
Conference Paper