S. Shelley, A. Foteinou, and D. T. Murphy, “OpenAIR: An Online Auralization Resource with Applications for Game Audio Development,” in Proc. AES Conference: 41st International Conference: Audio for Games, Feb. 2011, Paper 3-3. [Online]. Available: https://aes.org/publications/elibrary-page/?id=15771
Shelley S, Foteinou A, Murphy DT. OpenAIR: An Online Auralization Resource with Applications for Game Audio Development. In: AES Conference: 41st International Conference: Audio for Games. Audio Engineering Society; 2011. Paper 3-3. Available from: https://aes.org/publications/elibrary-page/?id=15771
@inproceedings{Shelley2011_15771,
author = {Shelley, Simon and Foteinou, Aglaia and Murphy, Damian T.},
title = {{OpenAIR: An Online Auralization Resource with Applications for Game Audio Development}},
booktitle = {AES Conference: 41st International Conference: Audio for Games},
note = {Paper 3-3},
year = {2011},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=15771}
}
TY - CPAPER
TI - OpenAIR: An Online Auralization Resource with Applications for Game Audio Development
AU - Shelley, Simon
AU - Foteinou, Aglaia
AU - Murphy, Damian T.
T2 - AES Conference: 41st International Conference: Audio for Games
M1 - Paper 3-3
PY - 2011
DA - 2011/02/06
UR - https://aes.org/publications/elibrary-page/?id=15771
PB - Audio Engineering Society
LA - en
AB - Game developers are now turning to convolution reverberation effects in order to offer an immersive and realistic audio experience. This requires impulse response data that is either recorded or generated artificially, and that ideally matches the in-game environment. To help this process the Open Acoustic Impulse Response (OpenAIR) Library has recently been made available. It consists of an online resource designed to facilitate the sharing of acoustic impulse responses and related information. Open-source software tools are also provided, including an external library for the Pure Data (PD) programming environment that implements real-time convolution. Details of this tool are described in this paper, along with an example that uses computer generated impulse response data to auralize a space in real-time.
ER -