Re: [Algorithms] Spherical harmonics for room acoustic modelling
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From: Oscar F. <os...@tr...> - 2010-07-17 20:13:03
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I should also add that this is more from the point of view as to how it would work. Even if we don't have the power now we may well do soon and its more of a spare time project I'm thinking of. Also I still have a Diamond Monster MX300 lieing around. I'd still use it if you could get drivers these days :( On 17 July 2010 21:04, Oscar Forth <os...@tr...> wrote: > 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 ... > |