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 |