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Being a long time fan of 'procedural' sound, or sound synthesis and sound propagation algorithms, I found this fascinating. The combination presented here would transform what we think of real time environmental sound effects. I wouldn't have expected beam tracing or synthesis in games before 2020 but it is a feasible proposition using the more efficient approach described.
Forgot to mention, you can buy the full PDF here:
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Being a long time fan of 'procedural' sound, or sound synthesis and sound propagation algorithms, I found this fascinating. The combination presented here would transform what we think of real time environmental sound effects. I wouldn't have expected beam tracing or synthesis in games before 2020 but it is a feasible proposition using the more efficient approach described.
Forgot to mention, you can buy the full PDF here: