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Thursday, September 26, 2013

audio for gaming

I just learnt that in gaming more realistic audio is created when you convolve the impulse response of a room in which the user is with the sound from the game. This is called convolution reverb.

How do they capture the impulse response of a space ?  (from wiki above)
An impulse response is a recording of the reverberation that is caused by an acoustic space when an ideal impulse is played. However, an ideal impulse is a mathematical construct, and cannot exist in reality, as it would have to be infinitesimally narrow in time. Therefore, approximations have to be used: the sound of an electric spark, starter pistol shot or the bursting of a balloon, for instance. A recording of this approximated ideal impulse may be used directly as an impulse response. Techniques involving starter pistols and balloons are sometimes referred to as transient methods, and the response is contained at the beginning of the recording in an impulse.
Another technique, referred to as the sine sweep method, covers the entire audible frequency range, which can result in a broader-range, and higher-quality, impulse response. This involves the use of a longer sound to excite a space (typically a sine sweep), which is then put through a process of deconvolution to produce an impulse response. This approach has the advantage that such sounds are less susceptible to distortion; however, it requires more sophisticated processing to produce a usable impulse response.
A third approach involves using maximum-length sequences, but this is difficult in practice because such sequences are highly susceptible to distortion.
The impulse response of a system is equal to the inverse Fourier Transform of the cross-correlation of the output of the system with the auto-correlation of the input to the system. For example, to sample the acoustic properties of a larger space such as a small church or cathedral, the space can simply be excited using white noise, with the result recorded both near the source, and somewhere else in the space. The coefficients of a finite impulse response can then be generated using the mathematical approach mentioned above.


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