K. Kojima and T. Kitagawa, “A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids,” in Proc. AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science, Jul. 2018, Paper P5-2. [Online]. Available: https://aes.org/publications/elibrary-page/?id=19616
Kojima K, Kitagawa T. A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids. In: AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science. Audio Engineering Society; 2018. Paper P5-2. Available from: https://aes.org/publications/elibrary-page/?id=19616
@inproceedings{Kojima2018_19616,
author = {Kojima, Kenji and Kitagawa, Takahiro},
title = {{A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids}},
booktitle = {AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science},
note = {Paper P5-2},
year = {2018},
month = jul,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=19616}
}
TY - CPAPER
TI - A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids
AU - Kojima, Kenji
AU - Kitagawa, Takahiro
T2 - AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science
M1 - Paper P5-2
PY - 2018
DA - 2018/07/06
UR - https://aes.org/publications/elibrary-page/?id=19616
PB - Audio Engineering Society
LA - en
AB - In order to use spatial audio in virtual 3D spaces, such as video games, it is important to take into account the positions of the sound sources and listener. Particularly, for object-based audio, acoustic features must be applied to each source individually. At this time, processing unnecessary sources wastes CPU resources. This paper proposes low cost methods for determining the sound propagation paths using layered quadtree grids and enabling sound designers to design more realistic sounds by using audio buses and sound effects. By focusing on space and openings, it shows how to dynamically reduce processing for unnecessary sources and determine propagation paths. Experiments show this method processes each source more than twenty times faster than the conventional method.
ER -