Abstract
Geometric and wave-based acoustic algorithms have been shown as appropriate for the auralisation of room acoustic models. In particular they hold significant potential to be used in interactive virtual environments as a means of real-time sound rendering, with possible applications ranging from aiding architectural acoustic design to enhancing computer game audio. This paper presents a tool for developing acoustical scenes in Blender, an open source 3D development programme, based on 3D acoustic modelling using ray-tracing and/or FDTD methods. With the potential for real-time interaction and walk-through auralisation by means of the Blender Game Engine we demonstrate how Blender can be used as part of the acoustical design process.
Original language | English |
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Title of host publication | Proceedings of the 49th AES International Conference on Audio for Games |
Editors | Damian Murphy |
Place of Publication | New York |
Publisher | Audio Engineering Society |
Pages | P-5 |
Number of pages | 9 |
ISBN (Print) | 978-0-937803-90-5 |
Publication status | Published - 8 Feb 2013 |
Event | AES 49th International Conference: Audio for Games - London, United Kingdom Duration: 6 Feb 2013 → 8 Feb 2013 |
Conference
Conference | AES 49th International Conference: Audio for Games |
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Country/Territory | United Kingdom |
City | London |
Period | 6/02/13 → 8/02/13 |
Bibliographical note
Paper Number: P-5.©2013, Audio Engineering Society.
Keywords
- FDTD
- geometric acoustics
- ray-tracing
- auralization
- Virtual Acoustics