xray-16
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Sound occlusion
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.
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...
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!
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