Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine

This article presents an efficient method of modelling acoustic phenomena for real-time applications such as computer games. Simplified models of reflections, transmission, and medium attenuation are described along with assessments conducted by a professional sound designer. The article introduces...

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Main Authors: Bartłomiej MIGA, Bartosz ZIÓŁKO
Format: Article
Language:English
Published: Institute of Fundamental Technological Research Polish Academy of Sciences 2015-04-01
Series:Archives of Acoustics
Subjects:
Online Access:https://acoustics.ippt.pan.pl/index.php/aa/article/view/879
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author Bartłomiej MIGA
Bartosz ZIÓŁKO
author_facet Bartłomiej MIGA
Bartosz ZIÓŁKO
author_sort Bartłomiej MIGA
collection DOAJ
description This article presents an efficient method of modelling acoustic phenomena for real-time applications such as computer games. Simplified models of reflections, transmission, and medium attenuation are described along with assessments conducted by a professional sound designer. The article introduces representation of sound phenomena using digital filters for further digital audio processing.
format Article
id doaj-art-94e65341901a427b8d0b95da8e958aca
institution DOAJ
issn 0137-5075
2300-262X
language English
publishDate 2015-04-01
publisher Institute of Fundamental Technological Research Polish Academy of Sciences
record_format Article
series Archives of Acoustics
spelling doaj-art-94e65341901a427b8d0b95da8e958aca2025-08-20T02:39:19ZengInstitute of Fundamental Technological Research Polish Academy of SciencesArchives of Acoustics0137-50752300-262X2015-04-0140210.1515/aoa-2015-0023Real-Time Acoustic Phenomena Modelling for Computer Games Audio EngineBartłomiej MIGA0Bartosz ZIÓŁKO1Faculty of Computer Science, Electronics and Telecommunications, AGH University of Science and Technology, KrakówFaculty of Computer Science, Electronics and Telecommunications, AGH University of Science and Technology, Kraków Techmo, KrakówThis article presents an efficient method of modelling acoustic phenomena for real-time applications such as computer games. Simplified models of reflections, transmission, and medium attenuation are described along with assessments conducted by a professional sound designer. The article introduces representation of sound phenomena using digital filters for further digital audio processing.https://acoustics.ippt.pan.pl/index.php/aa/article/view/879sound reflectiontransmissionattenuationreal-time audio processing.
spellingShingle Bartłomiej MIGA
Bartosz ZIÓŁKO
Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
Archives of Acoustics
sound reflection
transmission
attenuation
real-time audio processing.
title Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
title_full Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
title_fullStr Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
title_full_unstemmed Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
title_short Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
title_sort real time acoustic phenomena modelling for computer games audio engine
topic sound reflection
transmission
attenuation
real-time audio processing.
url https://acoustics.ippt.pan.pl/index.php/aa/article/view/879
work_keys_str_mv AT bartłomiejmiga realtimeacousticphenomenamodellingforcomputergamesaudioengine
AT bartoszziołko realtimeacousticphenomenamodellingforcomputergamesaudioengine