A Hybrid Sound Model for 3D Audio Games with Real Walking

Iana Podkosova, M. Urbanek, H. Kaufmann
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引用次数: 10

Abstract

Spatialized audio is the only output that players receive in audio games. In order to provide a realistic view of the environment, it has to be of superior quality in terms of immersion and realism. Complex sound models can be used to generate realistic sound effects, including reflections and reverb. An implementation of a hybrid sound model based on the ODEON approach is introduced and adapted for real-time sound calculations. This model is evaluated and compared to a baseline model usually used in audio games in a user study in a virtual reality environment. The results show that the implemented hybrid model allows players to adjust to the game faster and provides them more support in avoiding virtual obstacles in simple room geometries than the baseline model.
具有真实行走的3D音频游戏的混合声音模型
空间化音频是玩家在音频游戏中接收到的唯一输出。为了提供一个真实的环境视图,它必须在沉浸感和现实性方面具有卓越的质量。复杂的声音模型可以用来产生真实的声音效果,包括反射和混响。介绍了一种基于ODEON方法的混合声音模型的实现,并将其用于实时声音计算。在虚拟现实环境中,对该模型进行评估并与音频游戏中通常使用的基线模型进行比较。结果表明,与基线模型相比,所实现的混合模型使玩家能够更快地适应游戏,并为他们在简单房间几何形状中避开虚拟障碍物提供更多支持。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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