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Sound occlusion

Open nitrocaster opened this issue 9 years ago • 4 comments

nitrocaster avatar Nov 07 '15 19:11 nitrocaster

This is a hard issue. It involves physics geometry, and surface (type) insight.

I'm very much in favor of it, but it's non-obvious. You can end up with (literally) millions of audio-rays consuming CPU if unlucky.

tamlin-mike avatar Jul 10 '16 00:07 tamlin-mike

X-Ray has a mechanism for that: sound zones. But we need an SDK to set these zones on game levels. And since this involves modifying gamedata, I'm closing this issue for now.

Maybe in future, when we will have better SDK and a better infrastructure for game assets changes...

Xottab-DUTY avatar Dec 04 '22 22:12 Xottab-DUTY

X-Ray has a mechanism for that: sound zones. But we need an SDK to set these zones on game levels. And since this involves modifying gamedata, I'm closing this issue for now.

Steam Audio makes it possible without sound zones!

Xottab-DUTY avatar Aug 24 '23 10:08 Xottab-DUTY

Can be used for Steam Audio: https://github.com/Raulshc/OpenAL-EXT-Repository/blob/master/AL%20Extensions/AL_EXT_BFORMAT.txt

May be useful for Steam Audio: https://github.com/djpadbit/foo_steamaudio/blob/master/dsp.cpp#L88 https://github.com/djpadbit/foo_steamaudio/blob/master/dsp.cpp#L388

May be useful: https://www.ambisonic.net/mulchaud.html#_Toc446153106 https://github.com/microsoft/DirectXTK/wiki/Wave-Formats

Xottab-DUTY avatar Feb 06 '24 20:02 Xottab-DUTY