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Aureal Semiconduct's
Vortex 2 Audio Q & A - Wavetracing
Questions From: 3DsoundSurge
Answers From: Skip McIlvaine (Aureal Semiconductor)
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3DSS: Skip, I am still trying to wrap
my head around what wavetracing can do. For example, if I am in a room, lets say the
center of the room and fire a blank, will it sound different than if I fired that same
blank facing into the corner of a room?
Skip: Wavetracing will correctly render each
reflection of each sound source depending on how close to a wall or object the listener is
and the sound sources are, what the material and shape each room the listener and sound
sources are (i.e. a gun shot in a "bright" room like a tiled bathroom bounces
off the tiles, around the corner, into the "soft" wood and carpeted room that
the listener is in, rendering correct reflections, acoustic materials and occlusion on the
fly as appropriate.) Not only does it render each source (and all the geometry and
materials that come between it and the listener) but it also will take into account
dynamic objects like opening doors, elevators, moving geometry (i.e. a listener or sound
source inside a car), etc.
3DSS: Theres an awfull lot of
terminology that might swamp the casual gamer. Can you descibe a scene and uses some of
the terminology as it applies to what really counts, the gaming experience and not the
spec sheet?
Skip: Imagine a monster crawling down a hallway
that is attached to the room you're in. The door is closed. You hear him under
and through the door and can tell he is about 20 feet down the hallway from the door (done
with proper occlusions, transmission losses, high-frequency roll-off, reflections and
acoustic materials).
You scramble to remove the cover to a ventilation shaft as your only escape. From
the occlusions you can tell that the monster has reached the door. You spin around
and start climbing up into the ventilation shaft. You hear the door slowly swing
open behind you. A reflection gets through the opening door and tells you the
monster is entering the room. The door swings all the way open and now you hear the
monster directly and his reflections in the room as he stands in the open doorway (his
sounds are now much brighter and louder).
You climb into the shaft and hear yourself grunt and bang in the tinny, closed space, and
you can sense the monster moving towards you as his direct path and reflections start
bouncing more brightly and loudly in your ears, off the shaft walls. You panic and
spin around firing your gun! BLAM!! The sound is almost deafening because the
reflections from your gun are so loud and echo down the shaft. The monster's screams
echo into the shaft as well. Off in the distance and down the hallway through the
open door, you hear footsteps of troops who have come to save you. All the
noticeable sound is now seemingly coming from the open doorway (reflections are seeping
through the open door and drowning out the softer, occluded sounds of the direct path) and
you can tell from the other cues that they still have a ways to go before reaching the
doorway.
You crawl a bit deeper into the shaft and the monster's scream's direct path can't reach
your ear, so all you hear are the bounces the scream sounds make as they bounce down the
shaft to your ears. You hear the sounds of footsteps "brighten" and
realise the troops have reached the open doorway. Just then you reach the end of the
shaft and pop out into another room. You can tell that some of the troops are still
in the hallway, and some have come into the room, and they are all firing at the monster
and their sounds bounce off the back wall of the hallway, into the the first room, down
through the shaft and out into your room. The sole location of these sounds is now
the opening of the shaft. All of the sounds appear to have been "squeezed"
into the small "point source" of the shaft opening, as all other sounds are
completely occluded by the walls and distance.
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