F. Menzer, “Integrating Custom 3D Audio Rendering Into Game Sound Engines,” in Proc. AES Conference: 49th International Conference: Audio for Games, Feb. 2013, Paper 3-2. [Online]. Available: https://aes.org/publications/elibrary-page/?id=16654
Menzer F. Integrating Custom 3D Audio Rendering Into Game Sound Engines. In: AES Conference: 49th International Conference: Audio for Games. Audio Engineering Society; 2013. Paper 3-2. Available from: https://aes.org/publications/elibrary-page/?id=16654
@inproceedings{Menzer2013_16654,
author = {Menzer, Fritz},
title = {{Integrating Custom 3D Audio Rendering Into Game Sound Engines}},
booktitle = {AES Conference: 49th International Conference: Audio for Games},
note = {Paper 3-2},
year = {2013},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=16654}
}
TY - CPAPER
TI - Integrating Custom 3D Audio Rendering Into Game Sound Engines
AU - Menzer, Fritz
T2 - AES Conference: 49th International Conference: Audio for Games
M1 - Paper 3-2
PY - 2013
DA - 2013/02/06
UR - https://aes.org/publications/elibrary-page/?id=16654
PB - Audio Engineering Society
LA - en
AB - While basic positional 3D audio for multichannel loudspeaker setups and headphone playback is provided by currently available game sound engines and specialized APIs, the needs of some game developers can go beyond just placing sounds in space, requiring also the simulation of diverse acoustical environments such as rooms, caves, or forests. This paper explores the possibility of addressing the game developers' needs by adding custom 3D audio rendering into game sound engines by using their plugin systems and evaluates the performance of different plugin topologies.
ER -