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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.
Author (s): Menzer, Fritz;
Affiliation:
MN Signal Processing, Schwerzenback, Switzerland
(See document for exact affiliation information.)
Publication Date:
2013-02-06
Session subject:
Spatial Audio in Games
DOI:
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Menzer, Fritz; 2013; Integrating Custom 3D Audio Rendering Into Game Sound Engines [PDF]; MN Signal Processing, Schwerzenback, Switzerland; Paper 3-2; Available from: https://aes.org/publications/elibrary-page/?id=16654
Menzer, Fritz; Integrating Custom 3D Audio Rendering Into Game Sound Engines [PDF]; MN Signal Processing, Schwerzenback, Switzerland; Paper 3-2; 2013 Available: https://aes.org/publications/elibrary-page/?id=16654
@inproceedings{Menzer2013integrating,
title={{Integrating Custom 3D Audio Rendering Into Game Sound Engines}},
author={Menzer, Fritz},
year={2013},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 3-2; AES Conference: 49th International Conference: Audio for Games; February 2013},
number={3-2},
organization={AES},
}
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