Efficient 2D Sound Propagation in Video Games

Nima Davari, Clark Verbrugge
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Abstract

Sound is well known for improving immersion in video games. In many games sound also serves as an important game mechanism; in stealth games, for example, sounds triggered by player actions may attract enemy agents, and sounds created by enemy agents give useful information on where to target or avoid combat. Modelling sound, however, is computationally complex, and thus sound propagation is often restricted to highly localized contexts, or based on trivial propagation models such as a fixed radius that ignores the impact of obstacles. In this work, we describe an efficient approach to propagating sound in a real-time 2D game level. We use a heuristic ray-based approach, adapted to include diffraction, reflection, and transmission. Our design allows for dynamic geometries, avoids sound discontinuities, and can be tuned in various ways to trade-off accuracy for computation cost.
电子游戏中有效的2D声音传播
声音可以提高电子游戏的沉浸感。在许多游戏中,声音也是一种重要的游戏机制;例如,在潜行游戏中,玩家行动所触发的声音可能会吸引敌方特工,而敌方特工所创造的声音则会提供有用的信息,告诉玩家该瞄准何处或避免战斗。然而,声音建模在计算上是复杂的,因此声音传播通常局限于高度局部的环境,或者基于琐碎的传播模型,如忽略障碍物影响的固定半径。在这项工作中,我们描述了一种在实时2D游戏关卡中传播声音的有效方法。我们使用一种基于光线的启发式方法,适用于包括衍射、反射和透射。我们的设计允许动态几何形状,避免声音不连续,并且可以通过各种方式进行调整,以权衡计算成本的准确性。
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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