3 ms·
There's quite a bit of this in the video & PC game world. Early on, technologies like Aureal A3D (https://en.wikipedia.org/wiki/Aureal_Semiconductor#A3D https:/
by solardev 2y ago
There's quite a bit of this in the video & PC game world. Early on, technologies like Aureal A3D (https://en.wikipedia.org/wiki/Aureal_Semiconductor#A3D https://en.wikipedia.org/wiki/Aureal_Semiconductor#A3D) or Creative EAX (https://en.wikipedia.org/wiki/Environmental_Audio_Extensions https://en.wikipedia.org/wiki/Environmental_Audio_Extensions) tried to do simple simulations of reverb and spatial audio. The gave way to OpenAL (https://en.wikipedia.org/wiki/OpenAL https://en.wikipedia.org/wiki/OpenAL), I guess more recently it's Wwise (https://www.audiokinetic.com/en/wwise/wwise-spatial-audio/ https://www.audiokinetic.com/en/wwise/wwise-spatial-audio/).
The Wwise page is especially interesting, with a few paragraphs on audio positioning and reflections simulated inside level geometry.