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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.
Author (s): Kojima, Kenji; Kitagawa, Takahiro
Affiliation:
Capcom Co.., Ltd., Osaka, Japan
(See document for exact affiliation information.)
Publication Date:
2018-07-06
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Session subject:
Spatial Audio; Sound Propagation; Video Games; Layered Quadtree Grids (LQG); Clustering
Permalink: https://aes2.org/publications/elibrary-page/?id=19616
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Kojima, Kenji; Kitagawa, Takahiro; 2018; A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids [PDF]; Capcom Co.., Ltd., Osaka, Japan; Paper P5-2; Available from: https://aes2.org/publications/elibrary-page/?id=19616
Kojima, Kenji; Kitagawa, Takahiro; A Low Cost Method for Applying Acoustic Features to Each Sound in Virtual 3D Space Using Layered Quadtree Grids [PDF]; Capcom Co.., Ltd., Osaka, Japan; Paper P5-2; 2018 Available: https://aes2.org/publications/elibrary-page/?id=19616