3D Audio

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Last updated 5:45 AM on 3/27/26
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66 Terms

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Sound

elastic wave propagation in some medium

2
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Immersive environments

imitation of reality in a computer generated world

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Foley artists

manually make and record sounds from real world interactions

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Immersive audio

realistic auralization

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Localization

user should know where sound source is located

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Front-back confusion

position of sound source at front or back is ambiguous

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Steps of sound rendering

synthesis and modeling, propagation, 3D audio rendering

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Acoustic vs graphics

low vs high geometric detail

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Modeling acoustic geometry

surface simplification

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Modeling sound material

absorption and scattering coefficient

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Source modeling

area source, emitting characteristics, sound signal

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Sound propagation

how sound travels in a scene and has complex interactions with boundary

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Diffraction

waves tend to bend around obstacles when λ > s, low-frequencies tend to bend more

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Scattering

closely related to diffraction, how sound spreads out

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Sound propagation in games

strict time budget, moving sources and listeners, tradeoff between speed and accuracy, static environment effects

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Sound synthesis

how sound is produced locally due to an object’s vibration, using geometry to figure out correct sound on impact

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Sound perception

psycho-acoustics, how sound is processed by the human auditory system

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Source

point from which sound is coming

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Listener

position where sound is heard

20
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Objects

capable of blocking or reflecting the sound

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Soundscape

modeling of acoustic environment

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Mono

audio sounds the same for both ears

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Stereo

audio can differ between ears

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Spatialized audio

can tell where a sound is coming from, simulating a virtual acoustic environment

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Nonspatialized audio

can’t tell where sound is in 3D space, sound is not simulated in acoustic environment

26
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Waveforms

signal strength of air pressure over time

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Spectrograms

dB of each frequency/pitch over time

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Low frequency examples

whale sounds, background noise

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Mid frequency examples

human voice

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High frequency examples

bird chirps, snapping fingers

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Audio unmixing

finding source components from a spectrogram

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HRTF

head-related transfer function, estimates how sound will travel through the ear and head

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Attenuation

volume at various distances estimated by a curve, commonly logarithmic

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Falloff

how audio objects are heard based on distance

35
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Filters

controls sound that survives to output, fast but not always accurate

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Low pass filter

allow low-pitch sounds through but suppress high-pitch

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High pass filter

allow high-pitch sounds, suppress low-pitch

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Occlusion

sound when something is in front of it, often achieved with raycast and LPF or propagation

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Directional source

sound is much louder when in front of the source, weighed towards direction

40
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Point source

sound radiates uniformly from all directions

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Ambient source

uniform strength applied to all surface e.g. background noise

42
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Direct audio

sound that’s in line of sight

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Early reflections

sounds that bounce and are heard soon after

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Late reflections

sounds that bounce and sound very delayed

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Reflection order

how many bounces until reaches listener

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Diffraction

how a sound is heard when not in line of sight

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Density

how many rays are traced, fullness of reverb

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Diffusion

how far rays get from each other when bouncing

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Reflections delay

how long it takes rays to hit objects and reflection to reach listener

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Gain

volume before first bounce

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Decay time

how quickly sound attenuates

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Reflections gain

how much volume survives after hitting obstacle

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Late gain

how much volume survives for late reflections

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Late delay

how long it takes for late reflections

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Air absorption gain HF

how much air absorbs HF sounds

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Room rolloff factor

size of reverb zone * attenuation

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Acoustic materials

contain scalar parameters describing how the surface affects rays

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Distance compression

sound usually sounds too close or far

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Cocktail party effect

hearing specific audio cues when lot of sources

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Google Resonance

open source, lower requirements, no geometric propagation

61
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SteamAudio

best documentation and good geometric propagation

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Oculus Audio

similar to SteamAudio, more preset materials/filters

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GSound/MSound

predecessor to many propagation libraries by GAMMA group

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UE4/Unity built

in audio

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Modal sound synthesis

figure out features of the audio, apply to other geometry and simulate

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Challenges of sound synthesis

huge precompute step, trouble with continuous contact and damping, performs poorly realtime

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