An interactive reverberator, which applies realistic computed acoustic responses interactively to video game scenes, is a very important technology for the processing of in-game sounds. The mainframe of an interactive reverberator, which the authors developed, is designed based on statistical acoustics theory, so that it is possible to compute fast enough to realize real-time processing in fast-changing game scenes. Though statistical reverbs generally do not provide a high level of reality, the authors have achieved a quantum leap of sound quality by applying Hanyu's algorithm to conventional theories. The reverberator features: (1) No pre-computing jobs including room modeling are required. (2) Three-dimensional responses are generated automatically. (3) Complex factor of a room's shape, open-air areas, and effects of neighboring reverberations are expressed. The authors implemented the reverberator into a Capcom’s middleware experimentally and have verified it can run effectively. In this paper the algorithm, background theories, and implementation techniques are introduced.
Authors:
Nakahara, Masataka; Kishi, Tomoya; Kojima, Kenji; Hanyu, Toshiki; Hoshi, Kazuma
Affiliations:
ONFUTURE Ltd.; SONA Corp.; CAPCOM Co., Ltd.; Nihon University(See document for exact affiliation information.)
AES Convention:
133 (October 2012)
eBrief:67
Publication Date:
October 26, 2012
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.