Using 3D-audio plugin is by far the most common technique to achieve stereophonic sound of headphones in video game development. However, the method tends to make the audio sources sound far and off then its actual distance. We consider that reproducing closer sound is particularly important in game production, and to achieve it, we developed a real-time binaural method of stereophonic sound that realizes convincing close sound. We also created a prototype to evaluate the method by conducting an assessment test on 30 people. Thereby, we have fixed the issue and improved the immersion of 3D-audio sound.
Authors:
Nakashima, Kentaro; Nakayama, Syotaro; Kuriyama, Joji
Affiliations:
Capcom Co.., Ltd., Osaka, Japan; J. Tesori Co., Ltd., Tokyo, Japan(See document for exact affiliation information.)
AES Conference:
2018 AES International Conference on Spatial Reproduction - Aesthetics and Science (July 2018)
Paper Number:
P5-3
Publication Date:
July 30, 2018
Session Subject:
3D Audio; Real Time Binaural Sound; Game Audio
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.
To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.
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.