Real-time reverb in games

^n64 controller.

lawlz!



also, this isn't new technology... i think a version much more complex came out in 2002-07 (dev) ...called "audio shader" -or something- which was a convolution based spatial environment. i'm pretty sure wwise uses it now, and assasin's creed implemented the audio shader.
 
lots of console gamers play with surround sound though... which is the most significant role in this technology.


i love surround sound! ;)
 
Implementing a limiter and paragraphic EQ makes them very serious about audio?

@everyone: Tons of PC gamers play with headphones - albeit poor quality ones. Localization is a big thing with the CS guys, or at least was when I played. The main reason I can think of people wanting this is to help with localizing bad guys before they get on screen.
 
To be fair, audio and video aren't really comparable. Video is fine if it has a slowdown here or there, if you've got stuff running in the background or there's a big explosion or what-have-you. But audio needs to be running flawlessly all the time, no exceptions. Even in 2011 we still get dropouts in our DAW's. Try running Crysis in the background while trying to mix and see how well that goes. A 5.1 sound system with a more developed version of this would be pretty amazing, but I think it's still a while off, and progress seem to be stagnating due to aged consoles.
 
Implementing a limiter and paragraphic EQ makes them very serious about audio?

Other tools were implemented other than the two examples in the article, but yeah it's unquestionable that developers like Blizzard, BioWare, etc have been taking audio production in games very seriously for a long time.

Hopefully we'll see more real-time engines like this utilized.
 
The first time I ever noticed any developer paying real attention to sound is when Day of Defeat: Source was being released. Every sound you hear while playing is from players other than some ambient noise (wind etc). It's awesome y'all.

In Day of Defeat: Source, each sound is attributed with distance and occlusion variables, which are processed and then fed back to the player. Sounds far from the player lack higher frequencies and ... sound more like they naturally would, for example, abrupt pops for gunshots. Doppler effects, occlusions, and directional sound are also present features.

 
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