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I've very very recently implemented some positional audio. Combined with animated elements, it's very convincing. One thing I think might be problematic is th
by ndesaulniers 11y ago
I've very very recently implemented some positional audio. Combined with animated elements, it's very convincing.
One thing I think might be problematic is the idea of constraining audio to enclosed spaces such as rooms.
For example, with web Audio, it's trivial to make the sound fade off equally in all directions in a circular area around the emitter. How you "contain" sound to a quadrilateral space is something I'm not able to visualize how I would implement.
If anyone has any prior art or recommended reading, I'd happily digest.
- Cixelyn 11y agoOculus's docs on "Introduction to Virtual Reality Audio" may be of some use[1], specifically the section on environmental modeling[2]. The general idea is to model reverberations and reflections given the distance of a point sound source to the nearest flat surface, giving the impression of a "contained" sound. [1]: https://developer.oculus.com/documentation/audiosdk/latest/concepts/book-audio-intro/ https://developer.oculus.com/documentation/audiosdk/latest/c... [2]: https://developer.oculus.com/documentation/audiosdk/latest/concepts/audio-intro-env-modeling/ https://developer.oculus.com/documentation/audiosdk/latest/c...