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Tsingos, N., Gallo, E., & Drettakis, G. (2003). Breaking the 64 spatialized sources barrier. Gamasutra, Retrieved September 19, 2004, from http://www.gamasutra.co ... 0030528/tsingos_pfv.htm Added by: Mark Grimshaw-Aagaard (9/19/04, 11:10 AM) |
Resource type: Web Article BibTeX citation key: Tsingos2003 Email resource to friend View all bibliographic details |
Categories: Hardware, Sound Design Creators: Drettakis, Gallo, Tsingos Collection: Gamasutra |
Views: 5/812
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Notes |
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 |