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Tsingos, N., Gallo, E., & Drettakis, G. (2003). Breaking the 64 spatialized sources barrier. Gamasutra, Retrieved September 19, 2004, from ... 0030528/tsingos_pfv.htm 
Added by: Mark Grimshaw-Aagaard (9/19/04, 11:10 AM)   
Resource type: Web Article
BibTeX citation key: Tsingos2003
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Categories: Hardware, Sound Design
Creators: Drettakis, Gallo, Tsingos
Collection: Gamasutra
Views: 5/812
A technical explanation of game audio processing and a scenario for increasing the no. of audio point sources by using the GPU (graphics processor unit) to store audio data. The more spatialized audio sources, the more realistic a 3D scene is likely to be.

Proposes adaptive positional clustering of audio point source in preference to fixed-grid clustering.
Added by: Mark Grimshaw-Aagaard  
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