Advanced Sound Propagation Prototype
published Wednesday, 18 May 2011, 11:00 by Kenneth
NOW we're getting somewhere! Try the latest prototype of my unique and groundbreaking Advanced Sound Propagation Model before your neighbour gamer!
Advanced Sound Propagation Model
Oh boy I'm excited to show you this! For quite some time I've been thinking about a system for sound traversal in games. Usually sound only travels in a straight line from audio source to listener in games. If there is something blocking the "line-of-sight" between the sound source and the listener the volume may drop a bit, and some high-frequency may be removed to make the sound more muffled (also known as occlusion)... But that's not how it works in real life...
A few weeks ago I made my first simple prototype of a more realistic sound traversal model in a small setup with only two rooms with a door between the rooms. This prototype was quite easy to make as it was only two rooms and one door, but in order to make it work with more rooms I needed to make use of a path-finding algorithm.
The key design to this model is, that when you are in the same room as the sound-source you hear it as you normally would, but when the sound is in another room, you hear the sound from one of the doorways leading to that room. But what if the sound is two or more rooms away from you then?... Well, that's where path-finding comes in...
I borrowed Kim's Operation level, and made a simple scenario of four rooms and placed a sound moving around the level. Try walking around the small test-level and hear how the sound is shifting from doorway to doorway, depending on where the closest path to the sound-source is.
Four rooms from Operations made a small test-level for this prototype
Remember, this IS a prototype, so there might be flaws, but it should give you a really good idea of the system - at least it gave me what I needed in order to proceed developing the system.
Let me know what you think!