У нас вы можете посмотреть бесплатно Spatial audio and custom audio occlusion system Unreal или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
It is recommended to use your headphones! We are in the process of development our spatial audio solution and custom audio occlusion system wich works in real time and is material dependent. The interactive scene describes some features we are creating for maximum audio immersion in the PROZE game world. You are welcome to download the build to test it yourself. Win http://signsine.com/public/OcclusionS... The controls are simple: Press Q to turn off/on the occlusion Press E to stop/start the movable vehicle. Press ESC to exit. Enjoy! Feel free to ask any questions. http://signsine.com/ / signsinegames / prozegame Narrator Text: Welcome to the interactive scene created by SignSine games. My name is Andrew Shcherbak from independent game company SignSine in Ukraine and I will guide you through some processes that we are developing for a first-person game called PROZE. This is the demonstration of spatial audio technology and our custom audio occlusion system. For the best experience, it is highly recommended to put on your headphones. We try to recreate the realistic behavior of the sound in the game 3D environment for maximum player immersion in the game world. First steps of that we’ve made were using FMOD middleware, GVR audio plugin and placing the sound sources at its places in Unreal Engine. We’ve got here static and movable object that produce sound and we’ve managed to get a detailed feel of their direction, distance, and heights. With the help of binaural algorithm, sound attenuation and filtering it became easy to tell with closed eyes where exactly the sound is coming from, wich is essential in VR experience. We pushed further the technology and developed a custom audio occlusion system using raycast and the graph theory from discrete math to affect the sound while hiding behind the walls and different kinds of obstacles, simply it's reaching the muffled effects of the original sound source with different filter characteristics. Our occlusion system gives a detailed feel for the listener as it affects left and right ear separately and overall there are 9 channels that travel from a single audio source so you can be very precise of what you can hear for example when you are peeking around the corner. Next step for developing even more realistic behavior in the game was a material dependency. Simply the sound occlusion is affected by the different thickness of materials which you happen to be hiding behind. You can clearly hear the amount of absorption when I am standing behind the wood door and when I move behind the next obstacle which is concrete the effect changes as well. The sounds in the game blend pretty well with each other and it now became easy to avoid a mess during play of multiple audio sources from different directions. To the end, the whole algorithm works in real time and it is fully interactive, it prioritizes the events that need to be heard at the certain moment in your current scene, so it is pretty much friendly for the CPU. We are continuing working on this technology as there are a lot more features that can be added to maximize the game experience that can be translated by audio.