notoccupanther
Newcomer
Just heard of this today after going through Mark Cerny's talk again ... most devs on here are probably aware of it .. .
But whoa! For a first timer encountering this tech ..this is rather cool...I just thought it was 5.1 surround processing and that was it .. .or is this a derivative of digital surround decoding? I dunno .. .
http://www.google.com/patents/US8139780
"One technique of simulating sounds within a three-dimensional scene may be to calculate the resulting sound at the location of the listener due to the propagation of sound waves throughout the three-dimensional scene. A sound wave is a longitudinal wave produced by variations in a medium (e.g., air) which is detected by the human ear. A game system may calculate the effects of all objects on all sound waves (e.g., collisions, constructive/destructive interference, etc.) as they travel through three-dimensions. Furthermore, the sound engine may calculate the resulting sound due to a number of sound waves which reach the listener location. However, calculating the propagation of sound waves throughout the three-dimensional scene interference may result in a large number of complex calculations (e.g., differential equations) which a game system may be unable to perform in a time frame necessary to provide real time sound effects."
But whoa! For a first timer encountering this tech ..this is rather cool...I just thought it was 5.1 surround processing and that was it .. .or is this a derivative of digital surround decoding? I dunno .. .
http://www.google.com/patents/US8139780
"One technique of simulating sounds within a three-dimensional scene may be to calculate the resulting sound at the location of the listener due to the propagation of sound waves throughout the three-dimensional scene. A sound wave is a longitudinal wave produced by variations in a medium (e.g., air) which is detected by the human ear. A game system may calculate the effects of all objects on all sound waves (e.g., collisions, constructive/destructive interference, etc.) as they travel through three-dimensions. Furthermore, the sound engine may calculate the resulting sound due to a number of sound waves which reach the listener location. However, calculating the propagation of sound waves throughout the three-dimensional scene interference may result in a large number of complex calculations (e.g., differential equations) which a game system may be unable to perform in a time frame necessary to provide real time sound effects."