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.
Authors:
Kojima, Kenji; Kitagawa, Takahiro
Affiliation:
Capcom Co.., Ltd., Osaka, Japan
AES Conference:
2018 AES International Conference on Spatial Reproduction - Aesthetics and Science (July 2018)
Paper Number:
P5-2
Publication Date:
July 30, 2018
Session Subject:
Spatial Audio; Sound Propagation; Video Games; Layered Quadtree Grids (LQG); Clustering
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