over 1 year ago - VOID Interactive - Direct link

Transcript (by Youtube)


0s sound is a very important aspect of
3s ready or not and today
5s we want to show off something we've been
7s cooking under the hood for quite some
8s time
10s spearheaded by our very own code or
12s Quantum nuke
13s we present to you
15s our updated Sound Manager system or
17s Quantum Sound Manager
19s this is a culmination of enhancements
21s and improvements we've made to our audio
23s backend particularly with how we handle
26s sound occlusion and obstruction
29s occlusion and obstruction simply put are
32s ways in which the higher frequencies of
34s sounds fall off based on a number of
36s environmental factors
37s a sound coming from another room or
40s floor is probably going to sound more
42s muffled than if you were right next to
43s it
44s with the new Sound Manager system this
47s distance is now properly taken into
49s account
50s previously to calculate occlusion and
52s obstruction we do two traces one from
55s the player position going directly to
57s the sound and one from the sound going
59s directly to the player
61s the first hit for each Trace in the
63s environment would create a sort of depth
65s check which we then use to change how
67s much a sound is filtered
69s this was serviceable but we'd end up
72s with too many situations where sounds
74s were too filtered or not filtered enough
78s now we Trace multiple paths from each
80s sound through the environment using
82s specially placed volumes throughout each
84s level
85s these paths take the shortest and second
87s shortest routes to get to the player
88s which culminates in a combined value
90s which we apply to filters within fmod
92s our sound engine
94s if the sound and listener are in the
96s same room or Zone we simplify this check
98s but dampen the effect so it isn't too
101s strong
109s foreign
148s foreign
192s not only is this more consistent but
195s also more performant so less system
197s resources are used for sound checks
200s we do a number of additional things to
202s make the filtering as granular as
204s possible
205s to simulate obstruction we get the
208s player's angle in relation to certain
209s sound portal points
211s within these points an additional check
213s is done to determine whether a door is
216s open
217s or closed or if there's a door at all
220s as we improve on The Sound Manager the
223s angle at which a door is open and
225s whether or not it's opening towards or
227s away from the player will all have an
229s impact on sounds and rooms different
230s from the player
232s when a player is outside as they get
234s further from a sound some filtering is
237s also applied to simulate how the
238s environment absorbs sound waves
240s this is also known as acoustic
242s absorption
244s in the future we're planning on
246s expanding The Sound Manager even further
248s to maximize how moving through an
250s environment impacts sounds
252s keep an ear out for this updated system
254s in a Future Ready or Not patch and as
257s always put them on safe and let them
259s hang