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Populating the World With an Acoustic Graph in 'Cyberpunk 2077'
In this talk, Marek Bielawski, Audio Programmer at CD PROJEKT RED, describes the programmer's journey to generate, stream, and utilize an acoustics graph in a big open-world gamefrom bad ideas to fair solutions, showing the challenges such as generation times, resource disk space, streaming time and runtime memory usage. The talk describes the pipeline from voxelizing the entire world, picking the nodes, connecting them and preserving the edge connections, packing resources to serialize, representing the nodes and connections at runtime and also performing and interpreting the pathfinding to fine tune the believability of sound occlusion, and AI perception. It consists of some tricks to efficiently implement a large scale graph, and some dead ends the author stepped into along the way.
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