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Real-time Sound Propagation in Video Games
Price $3.95
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SKU GDC12-3133
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Description
Real-time Sound Propagation in Video Games

Speaker/s: Jean-Francois Guay (Ubisoft)
Day / Time / Location: Friday 10:00-11:00 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio , Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: One way to increase immersion of the player is to create a more realistic environment. For sound, that means adequately simulating the reflection, absorption and diffraction of the sound. This presentation will demonstrate a new lightweight method to compute sound propagation which focuses more on achievable high-quality results than finding exact calculations to correctly simulate a game's 3D sound atmosphere. Our algorithm permits adequate simulation of obstruction and occlusion caused by game objects (diffraction and absorption), as well as propagation of sound in the environment (virtual direction and position of sound objects). This method has been used successfully in AAA titles at Ubisoft.
Takeaway: The attendee will gain a better understanding of the physics of sound propagation as well as how to efficiently compute all the effects caused by sound propagation in a virtual environment.
Intended Audience: This presentation targets people interested in audio, such as audio designers and sound programmers. A general knowledge of how audio works in a video game will help make the presentation more beneficial.

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