ABSTRACT

Ambient sound assets such as river or rain loops are often authored as a group of sound sources which are not well represented by a single, static point emitter in the game world. One approach is to use a grid or voxels of emitters to represent an area or volume instead of a point emitter. The integration of a voxel emitter requires making a number of decisions such as handling attenuation ranges, values close to zero, performance trade-offs, and modifications for different speaker configurations.