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One of the tough but rewarding challenges of interactive audio synthesis is the continuous representation of reflecting and occluding objects in the simulated world. For decades it’s been normal for game engines to support two sorts of 3D geometry, for graphics and physics, but neither of those is well-suited for audio. This paper explains how the geometric needs of audio differ from those others, and describes techniques hit games have used to fill the gaps. It presents easily-programmed methods to tailor object-based audio, physics data, pre- rendered 3D audio soundfields and reverb characteristics to account for occlusion and gaps in the reverberant environment, including those caused by movements in the simulated world, or the collapse of nearby objects.
Author (s): Goodwin, Simon N.;
Affiliation:
Interactive Audio Tech Consultant, Warwick, UK
(See document for exact affiliation information.)
Publication Date:
2019-03-06
DOI:
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Goodwin, Simon N.; 2019; Interactive Audio Geometry [PDF]; Interactive Audio Tech Consultant, Warwick, UK; Paper 25; Available from: https://aes.org/publications/elibrary-page/?id=20430
Goodwin, Simon N.; Interactive Audio Geometry [PDF]; Interactive Audio Tech Consultant, Warwick, UK; Paper 25; 2019 Available: https://aes.org/publications/elibrary-page/?id=20430
@inproceedings{Goodwin2019interactive,
title={{Interactive Audio Geometry}},
author={Goodwin, Simon N.},
year={2019},
month={mar},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 25; AES Conference: 2019 AES International Conference on Immersive and Interactive Audio; March 2019},
number={25},
organization={AES},
}
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