Real-Time Acoustic Phenomena Modelling for Computer Games Audio Engine
Divisions of PAS
This article presents an efficient method of modelling acoustic phenomena for real-time applications such as computer games. Simplified models of reflections, transmission, and medium attenuation are described along with assessments conducted by a professional sound designer. The article introduces representation of sound phenomena using digital filters for further digital audio processing.
ISSN 0137-5075 ; eISSN 2300-262X