Desarrollo de un algoritmo de procesamiento de audio espacial para la generación de videojuegos en entorno Unity
The term 3D audio describes a system in which multiple sounds can be placed around a listener even above or below it. With the current development of videogames and the computational boom, the inclusion of spatial audio is already possible. 3D sound is the component that helps capture the player. Th...
- Autores:
-
Montoya Restrepo, Daniel
Cardona Muriel, Elizabeth
Martínez Pino, Cristian
- Tipo de recurso:
- Fecha de publicación:
- 2021
- Institución:
- Universidad de San Buenaventura
- Repositorio:
- Repositorio USB
- Idioma:
- spa
- OAI Identifier:
- oai:bibliotecadigital.usb.edu.co:10819/8155
- Acceso en línea:
- http://hdl.handle.net/10819/8155
- Palabra clave:
- Audio 3D
B-format
Procesamiento en tiempo-real
Auralizaciones
Videojuegos
Real-time processing
3D audio
Videogames
Auralizations
Audio
Algoritmos
- Rights
- License
- Atribución-NoComercial-SinDerivadas 2.5 Colombia
Summary: | The term 3D audio describes a system in which multiple sounds can be placed around a listener even above or below it. With the current development of videogames and the computational boom, the inclusion of spatial audio is already possible. 3D sound is the component that helps capture the player. The elaboration of videogames with spatial audio provides an improvement of the general experience of the player, increasing his attractiveness, bringing him closer to a realistic experience. The virtual simulations of enclosures to obtain the sound field based on geometric acoustics allow a real-time implementation. The auralizations provide interactivity in the rooms that favor the recreation and sounding of scenes in video games. Consequently, the development of an algorithm that processes audio in real time within the Unity video game engine is proposed, without the need to use external audio processing and development environments, allowing to recreate the sensation of spatiality of the enclosure in which the virtual scene. The algorithm consists in the processing of impulse responses in B-format that are convolved in real time with a monophonic signal corresponding to the source to be spatialized. Subsequently, the decoding of the B-format is performed and a convolution with HRTF is performed to obtain a binaural listening. This encourages its use in videogame design processes with 3D audio. The algorithm was developed in the Pure Data graphic programming language. The algorithm was integrated into the Unity video game engine using the Pure Data Embedded Audio Synthesis Library (LibPd). The result of the investigation corresponds to an implementation of the algorithm in a virtual scene, allowing the listening of the sound field in the enclosure |
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