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:
Menzer, Fritz
Affiliation:
MN Signal Processing, Schwerzenback, Switzerland
AES Conference:
49th International Conference: Audio for Games (February 2013)
Paper Number:
3-2
Publication Date:
February 6, 2013
Subject:
Spatial Audio in Games
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