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Many 3D computer games incorporate audio renderers simulating room acoustics to provide the user with a high level of immersiveness and realism. Full-scale interactive room auralisation systems are impractical for use in computer games due to their high computational cost. As a low-cost alternative, artificial reverberators can be used. This paper is concerned with the design of a scalable interactive reverberator inspired by digital waveguide mesh (DWM) models and feedback delay networks (FDN). This reverberator is by construction tightly linked to the acoustics of the enclosure that it simulates. Simulation of unequal and frequency-dependent wall absorption, as well as directional sources and microphones can also be incorporated. It is shown that the response of the proposed reverberator accurately renders the early reflections and room modes, as well as providing RT60 values consistent with Sabine and Eyring equations.
Author (s): De Sena, Enzo; Hacihabiboglu, Huseyin; Cvetkovic, Zoran
Affiliation:
King`s College London, London, UK; METU, Ankara, Turkey
(See document for exact affiliation information.)
Publication Date:
2011-02-06
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Session subject:
Game Reverb
Permalink: https://aes2.org/publications/elibrary-page/?id=15751
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De Sena, Enzo; Hacihabiboglu, Huseyin; Cvetkovic, Zoran; 2011; Scattering Delay Network: An Interactive Reverberator for Computer Games [PDF]; King`s College London, London, UK; METU, Ankara, Turkey; Paper 3-1; Available from: https://aes2.org/publications/elibrary-page/?id=15751
De Sena, Enzo; Hacihabiboglu, Huseyin; Cvetkovic, Zoran; Scattering Delay Network: An Interactive Reverberator for Computer Games [PDF]; King`s College London, London, UK; METU, Ankara, Turkey; Paper 3-1; 2011 Available: https://aes2.org/publications/elibrary-page/?id=15751