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Engineering Brief

Implementation of an Interactive 3-D Reverberator for Video Games Using Statistical Acoustics

Authors: Nakahara, Masataka; Kishi, Tomoya; Kojima, Kenji; Hanyu, Toshiki; Hoshi, Kazuma

AES Convention 133 · Paper 67 · October 2012

Abstract

An interactive reverberator, which applies realistic computed acoustic responses interactively to video game scenes, is a very important technology for the processing of in-game sounds. The mainframe of an interactive reverberator,
which the authors developed, is designed based on statistical acoustics theory, so that it is possible to compute fast enough to realize real-time processing in fast-changing game scenes. Though statistical reverbs generally do not provide a high level of reality, the authors have achieved a quantum leap of sound quality by applying Hanyu's algorithm to conventional theories. The reverberator features: (1) No pre-computing jobs including room modeling are required. (2) Three-dimensional responses are generated automatically. (3) Complex factor of a room's shape, open-air areas, and effects of neighboring reverberations are expressed. The authors implemented the reverberator into a Capcom’s middleware experimentally and have verified it can run effectively. In this paper the algorithm, background theories, and implementation techniques are introduced.

Details

Published in
AES Convention 133
AES Convention
133
Paper number
67
Publication date
October 6, 2012
Affiliation
ONFUTURE Ltd.; SONA Corp.; CAPCOM Co., Ltd.; Nihon University (See document for exact affiliation information.)
Type
Engineering Brief