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Dynamic raytraced audio system for my future immersive sim

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  • čas přidán 7. 07. 2024
  • Wrote a fully dynamic raytraced audio system to get better spatial awareness for the player
    There are no volumes for modifying audio in the level, it works by sensing the world near player and audio sources
    There are 3 major components right now: sound direction, lowpass and reverb
    There is no difference per surface material or special handling for sound going through surfaces yet

Komentáře • 40

  • @tahakhan88
    @tahakhan88 Před měsícem +32

    When you're out and the music cube is inside the room, the music should sound less crisp. Reduce clarity and increase the bass with a tiny bit of reverb

    • @romanzhu
      @romanzhu  Před měsícem +15

      Currently I modify lowpass filter's cutoff frequency based on shortest found path to the listener and reverb based on estimated room size
      It's not the best approximation, that's true
      There is still a big list of things for me to try, thanks for input :D

  • @SmugAloof
    @SmugAloof Před měsícem +9

    Song is Dickens Corner by Skye Lane to whom it may concern.

  • @StreamusTime
    @StreamusTime Před měsícem +7

    RAYTRACED AUDIO........
    well I guess sound is a wave, and so is light......
    This could be a real game changer not only for military sims but also horror games..... I love it.

  • @grande1900
    @grande1900 Před měsícem +5

    One thing you should do is add a ~0.5µs delay depending on the panning to make the sound more immersive.

    • @romanzhu
      @romanzhu  Před měsícem +4

      Holy shit, I had no clue about this delay between ears getting hit with audio wave. And it makes so much sense :0 Will take a look at how I can achieve this per audio source

  • @Dan-yr7zn
    @Dan-yr7zn Před měsícem +10

    Need to test it in a Cathedral now, to hear all the echoes.

    • @romanzhu
      @romanzhu  Před měsícem +8

      Currently there is a very rough estimation of room size and it's properties to drive the echoes. But I have plans on how to improve it, will add Cathedral to the playground. It's a real benchmark for that kind of systems :D

  • @CrypticBTR
    @CrypticBTR Před měsícem +7

    this is so sick, great work!!

  • @gredennight
    @gredennight Před měsícem +1

    this is so cool

  • @john_wack
    @john_wack Před měsícem +4

    this is like the tech R6S use for their sound. why can't we have more of this in games

    • @branescan
      @branescan Před měsícem

      Because it’s not necessary for every game to have this. Time is a huge factor for game studios

  • @AshLordCurry
    @AshLordCurry Před měsícem +1

    There should be an open source concept of something like this because this is so cool

    • @iLikeTheUDK
      @iLikeTheUDK Před měsícem

      Steam Audio is basically that!

  • @alansalacain2193
    @alansalacain2193 Před měsícem +2

    Okay, this is really cool actually

  • @PolyPigeon
    @PolyPigeon Před měsícem +1

    i built my recomended page brick by brick

  • @irusu.
    @irusu. Před měsícem +2

    SICK

  • @megacarls9894
    @megacarls9894 Před měsícem +1

    This is extremely cool! Love this!
    How does the raytracing works? Could be possible to use a pathfinding algorithm instead?
    Really love this kinds of particular use cases for algorithms :)

    • @romanzhu
      @romanzhu  Před měsícem

      Pathtracing can be used to understand if sound can reach listener, but it won't solve the issue of gathering information about the room for reverb

    • @NightmareCourtPictures
      @NightmareCourtPictures Před měsícem

      @@romanzhu interesting. sounds like PBR (rendering equation) for sound.
      Imagining material files for sounds... feels like it would be a major pain.

  • @gremblebean
    @gremblebean Před měsícem +1

    Brilliant! Can you create a rotating speaker or a Leslie speaker simulation with it? Would the phasing work?

    • @romanzhu
      @romanzhu  Před měsícem +1

      Right now speaker rotation doesn't matter to the system, but that Leslie speaker does sound cool indeed.
      I'll try to think about how to implement it

  • @TheOneTrueMaNicXs
    @TheOneTrueMaNicXs Před měsícem +1

    It's great, but that seems like a lot of work. Is it being done on the CPU of GPU?

    • @romanzhu
      @romanzhu  Před měsícem

      There is a balancing system, which allocates the amount of rays for each source and if there is no rays for a source - it would modify old data to predict how state could look like. It's on background thread on a CPU right now. I'm thinking to use it on the server also for some gameplay purposes, so no GPU available there

  • @MartinDlabaja
    @MartinDlabaja Před měsícem +1

    Could not really hear the room well. No reverb or doppler yet?

    • @romanzhu
      @romanzhu  Před měsícem +1

      Some reverb can be noticed when I move a box out of big hangar area, but the algorithm to estimate room characteristics is a bit crude so I had to lower the effect. It's on the list to fix :D

  • @alexaquaza2208
    @alexaquaza2208 Před měsícem +1

    This is so cool! May I know which Engine are you using ? Or custom developed Engine ?

    • @romanzhu
      @romanzhu  Před měsícem

      Thanks! It's Unity, but the system can be moved to any other engine, there are just a few things that are engine-dependent

  • @TechniqueIsKey
    @TechniqueIsKey Před měsícem +1

    i saw that booba button 😳. Cool audio system though! Is this just for a personal project or would you consider packaging this up for unity marketplace or something?

    • @romanzhu
      @romanzhu  Před měsícem

      Thanks! This is for personal project right now, as there are things which are optimized specifically for my use-case

  • @DJFariel
    @DJFariel Před měsícem +2

    So how does it work in a bandshell-type arrangement?

    • @romanzhu
      @romanzhu  Před měsícem

      In this case it tends to overestimate the room size and boost reverb a lot, this is one of the things that I plan to rewrite

    • @DJFariel
      @DJFariel Před měsícem +1

      @@romanzhu I think I'll follow and look forward to it! :)

  • @JohnnySacc
    @JohnnySacc Před měsícem +1

    does this simulate doppler effect?

    • @romanzhu
      @romanzhu  Před měsícem +1

      Yea, but it's quite glitchy at the moment

  • @arturscherbakov2543
    @arturscherbakov2543 Před měsícem

    Performance?

    • @romanzhu
      @romanzhu  Před měsícem

      There is a balancing system, that distributes a variable amount of rays for each source and if there are no rays for a source, it would modify old data to predict how the state could look. It's on the background thread on a CPU right now.
      It's hard to properly measure it in the real scenario.