Listen To Music | Advertise | About Synthtopia | RSS News Feeds | Submit Items For Review | Feedback



This is a demonstration video showing real-time 3D acoustic rendering, using the Phoenix gaming engine.

Developer David Rosen discusses this in depth in his paper Real-time 3D Acoustics Rendering:

Abstract

It is common for real-time systems to render 3D sounds by simply panning the sound from left to right and adjusting the volume based on distance. This is a good start, but ignores many effects that contribute to our perception of sounds and the acoustic environment. First, we must take into account the time it takes for the sound to travel from the source to each receiver (e.g. the left and right ear). Second, ears are not omnidirectional microphones; sounds can be occluded by the head and by the ear itself, and different frequency bands can be affected in different ways by this occlusion. Finally, sound sources can be occluded by objects in the environment, and the sound can reflect off of surfaces, or reverberate within spaces. In this paper we describe an efficient way to simulate all of these phenomena in real time.

If you’re interested in this stuff, give the paper a read. There are explosions involved.

Rosen’s a game developer, but this technology seems like it would be an interesting area of development for audio/visual synthesis.

Can you imagine entering into a 3D world of ambient sound-objects, where your perspective, and the location of the objects, affects what you hear?

via Califaudio

Related Posts

 

This website uses IntenseDebate comments, but they are not currently loaded because either your browser doesn't support JavaScript, or they didn't load fast enough.


No Responses to “Real-Time 3D Acoustics Rendering”  

  1. Be the first to comment!
Posting Your Comment
Please Wait

Leave a Reply

There was an error with your comment, please try again.


    Search

      Translator

      something to think about

      Part of being a successful artist is to make amazing art, seemingly effortlessly. But this is the rub: to make amazing work you have to make a lot of stuff that kinda sucks.

      That may seem obvious, but when you reach a place where you’re work is selling at a consistent pace and supporting yourself and your, ahem, habits, it’s very easy to feel like you’ve got it all dialed out.

      Making work that sucks suddenly doesn’t seem like an option, it feels like a waste of time.
      — Whitney Smith

      Latest Comments


      Got Free Music?

      dj-dog

      Check out the Synthtopia music sharing group, where you can share your electronic music and download great tracks from Synthtopia readers!

      Follow Me on Twitter

      TwitterCounter for @podcasting_news

      News Feed

      • Any Feed Reader

      New Photos From The Synthtopia Flickr Group

      www.flickr.com
      items in Synthtopia More in Synthtopia pool
    • Site Admin