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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.
Author (s): Nakashima, Kentaro; Nakayama, Syotaro; Kuriyama, Joji
Affiliation:
Capcom Co.., Ltd., Osaka, Japan; J. Tesori Co., Ltd., Tokyo, Japan
(See document for exact affiliation information.)
Publication Date:
2018-07-06
Import into BibTeX
Session subject:
3D Audio; Real Time Binaural Sound; Game Audio
Permalink: https://aes2.org/publications/elibrary-page/?id=19617
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Nakashima, Kentaro; Nakayama, Syotaro; Kuriyama, Joji; 2018; Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games [PDF]; Capcom Co.., Ltd., Osaka, Japan; J. Tesori Co., Ltd., Tokyo, Japan; Paper P5-3; Available from: https://aes2.org/publications/elibrary-page/?id=19617
Nakashima, Kentaro; Nakayama, Syotaro; Kuriyama, Joji; Proximity Representation of VR World—Realization of the Real-Time Binaural for Video Games [PDF]; Capcom Co.., Ltd., Osaka, Japan; J. Tesori Co., Ltd., Tokyo, Japan; Paper P5-3; 2018 Available: https://aes2.org/publications/elibrary-page/?id=19617
@article{nakashima2018proximity,
author={nakashima kentaro and nakayama syotaro and kuriyama joji},
journal={journal of the audio engineering society},
title={proximity representation of vr world—realization of the real-time binaural for video games},
year={2018},
number={P5-3},
month={july},}