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Sound
elastic wave propagation in some medium
Immersive environments
imitation of reality in a computer generated world
Foley artists
manually make and record sounds from real world interactions
Immersive audio
realistic auralization
Localization
user should know where sound source is located
Front-back confusion
position of sound source at front or back is ambiguous
Steps of sound rendering
synthesis and modeling, propagation, 3D audio rendering
Acoustic vs graphics
low vs high geometric detail
Modeling acoustic geometry
surface simplification
Modeling sound material
absorption and scattering coefficient
Source modeling
area source, emitting characteristics, sound signal
Sound propagation
how sound travels in a scene and has complex interactions with boundary
Diffraction
waves tend to bend around obstacles when λ > s, low-frequencies tend to bend more
Scattering
closely related to diffraction, how sound spreads out
Sound propagation in games
strict time budget, moving sources and listeners, tradeoff between speed and accuracy, static environment effects
Sound synthesis
how sound is produced locally due to an object’s vibration, using geometry to figure out correct sound on impact
Sound perception
psycho-acoustics, how sound is processed by the human auditory system
Source
point from which sound is coming
Listener
position where sound is heard
Objects
capable of blocking or reflecting the sound
Soundscape
modeling of acoustic environment
Mono
audio sounds the same for both ears
Stereo
audio can differ between ears
Spatialized audio
can tell where a sound is coming from, simulating a virtual acoustic environment
Nonspatialized audio
can’t tell where sound is in 3D space, sound is not simulated in acoustic environment
Waveforms
signal strength of air pressure over time
Spectrograms
dB of each frequency/pitch over time
Low frequency examples
whale sounds, background noise
Mid frequency examples
human voice
High frequency examples
bird chirps, snapping fingers
Audio unmixing
finding source components from a spectrogram
HRTF
head-related transfer function, estimates how sound will travel through the ear and head
Attenuation
volume at various distances estimated by a curve, commonly logarithmic
Falloff
how audio objects are heard based on distance
Filters
controls sound that survives to output, fast but not always accurate
Low pass filter
allow low-pitch sounds through but suppress high-pitch
High pass filter
allow high-pitch sounds, suppress low-pitch
Occlusion
sound when something is in front of it, often achieved with raycast and LPF or propagation
Directional source
sound is much louder when in front of the source, weighed towards direction
Point source
sound radiates uniformly from all directions
Ambient source
uniform strength applied to all surface e.g. background noise
Direct audio
sound that’s in line of sight
Early reflections
sounds that bounce and are heard soon after
Late reflections
sounds that bounce and sound very delayed
Reflection order
how many bounces until reaches listener
Diffraction
how a sound is heard when not in line of sight
Density
how many rays are traced, fullness of reverb
Diffusion
how far rays get from each other when bouncing
Reflections delay
how long it takes rays to hit objects and reflection to reach listener
Gain
volume before first bounce
Decay time
how quickly sound attenuates
Reflections gain
how much volume survives after hitting obstacle
Late gain
how much volume survives for late reflections
Late delay
how long it takes for late reflections
Air absorption gain HF
how much air absorbs HF sounds
Room rolloff factor
size of reverb zone * attenuation
Acoustic materials
contain scalar parameters describing how the surface affects rays
Distance compression
sound usually sounds too close or far
Cocktail party effect
hearing specific audio cues when lot of sources
Google Resonance
open source, lower requirements, no geometric propagation
SteamAudio
best documentation and good geometric propagation
Oculus Audio
similar to SteamAudio, more preset materials/filters
GSound/MSound
predecessor to many propagation libraries by GAMMA group
UE4/Unity built
in audio
Modal sound synthesis
figure out features of the audio, apply to other geometry and simulate
Challenges of sound synthesis
huge precompute step, trouble with continuous contact and damping, performs poorly realtime