|Session Name||Real-time Sound Propagation in Video Games|
|Track / Format||Programming|
One way to increase immersion of the player is to create a more realistic environment. For sound, that means adequately simulating the reflection, absorption and diffraction of the sound. This presentation will demonstrate a new lightweight method to compute sound propagation which focuses more on achievable high-quality results than finding exact calculations to correctly simulate a game's 3D sound atmosphere. Our algorithm permits adequate simulation of obstruction and occlusion caused by game objects (diffraction and absorption), as well as propagation of sound in the environment (virtual direction and position of sound objects). This method has been used successfully in AAA titles at Ubisoft.