O'Reilly logo

Game Audio Implementation by Dave Raybould, Richard Stevens

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

07Making It Real

Summary: Nested reverbs and prioritization, distance falloff algorithms, occlusion effects, moving sounds and sounds for moving systems, physics-based audio, sound for animations, cameras and the listener position

Project: DemoCh07Warfare01 Level: Warfare01

Introduction

Many game environments are imitations or at least hyperreal versions of environments that might be found in the real world. Therefore a player will have pretty clear expectations of what they might sound like, having experienced them in some form before. Even if the game is set in a fantasy world, we will still have expectations about the way sound will behave that have been developed through our lifetime of experience in the physical world. Although we shouldn’t ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required