ABSTRACT

This chapter covers fundamental point projection operations on 3D geometry to approximate the 3D spatialization of ambient sounds using a single-sound event or input. The operations covered first are generic and most game engines provide utilities to do these operations without a custom solution. So, instead of reviewing the underlying math, it is effectively summarized entirely by understanding the dot product, the aim is to show operations applied or extended in the context of audio. The chapter explains the term "input" which refers the audio/sound event provided by the sound designer. The term "source" refers to a single point emitting sound waves, and the term "geometry" refers to the 2D or 3D shapes approximating the volume in space that encloses all of the sources represented by the input. The chapter focuses on ambient sounds, this approach is applied to effects, weapons, or spells which cover an area.