Community

AES Conference Papers Forum

A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids

Document Thumbnail

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:
Affiliation:
AES Conference:
Paper Number:
Publication Date:
Session Subject:

Click to purchase paper as a non-member or you can login as an AES member to see more options.

No AES members have commented on this paper yet.

Subscribe to this discussion

RSS Feed To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.

Start a discussion!

If you would like to start a discussion about this paper and are an AES member then you can login here:
Username:
Password:

If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.

AES - Audio Engineering Society