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 ...

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