ABSTRACT

This chapter deals with one of the major unresolved challenges of interactive audio: the representation of reflecting and occluding objects in the simulated world, so that echoes and acoustic shadows are realistically rendered in a complex and potentially changing 3D environment. It contrasts static and mobile geometry and how they’re authored, existing graphics and physics geometry and the handling of collisions, contact sounds and moving obstacles.

Concepts explored include efficient asynchronous bulk ray tracing, the authoring and use of custom audio geometry, challenges getting the team to mark up audio properties consistently, the quantification and interpretation of surface reflectivity and the authoring and visualisation of effect area meshes which control reverberation, sound area meshes controlling where sounds are triggered and how they are heard and further uses for such meshes. It notes optimisations for mainly 2D worlds, combining automatic and manual entry and editing techniques and the appropriate use of “cheap shapes” such as spheres and boxes.