Re: [Algorithms] Spherical harmonics for room acoustic modelling
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From: Oscar F. <os...@tr...> - 2010-07-17 20:04:57
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> > You can calculate the impulse response of any environment analytically > these days. > The main problem is that it's really computationally expensive to apply a > very long convolution response to all sound. > Creative tried 10-15 years ago to drive up the compute power for sound, > with the Live! series (based on E-mu DSPs) and the (somewhat finicky) EAX > API. > Another company, called Aureal, actually went a step further, and allowed > you to specify a crude representation of your geometry, but they died before > they could get mainstream traction. > However, what actually happened was that nobody cared, and sound is now > just a 50 cent DAC hooked to a raw DMA engine on the south bridge of the > motherboard, so any processing has to use that precious resource, the > very-expensive general-purpose core CPU. > This is a real shame because good sound REALLY enhances the sense of immersion in any game. Echoes in a valley for example. I guess the problem is that I've taken a 2.5 year hiatus from games dev and have been working on hardcore audio processing algorithms. As a result whenever I play a game now I'm ACUTELY aware of just how badly wrong things sound. Its either hugely exaggerated or just plain wrong. > Good luck telling your AI, rendering and physics people that you'd like 1/4 > the CPU power for applying audio effects :-( > hehehe ... I was more thinking about 1/4 of the GPU power as I'd have doubts you'd get good enough response time on CPU alone ... |