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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
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
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
Song is Dickens Corner by Skye Lane to whom it may concern.
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.
One thing you should do is add a ~0.5µs delay depending on the panning to make the sound more immersive.
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
Need to test it in a Cathedral now, to hear all the echoes.
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
this is so sick, great work!!
Thanks!
this is so cool
this is like the tech R6S use for their sound. why can't we have more of this in games
Because it’s not necessary for every game to have this. Time is a huge factor for game studios
There should be an open source concept of something like this because this is so cool
Steam Audio is basically that!
Okay, this is really cool actually
i built my recomended page brick by brick
SICK
Thanks!
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 :)
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
@@romanzhu interesting. sounds like PBR (rendering equation) for sound.
Imagining material files for sounds... feels like it would be a major pain.
Brilliant! Can you create a rotating speaker or a Leslie speaker simulation with it? Would the phasing work?
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
It's great, but that seems like a lot of work. Is it being done on the CPU of GPU?
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
Could not really hear the room well. No reverb or doppler yet?
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
This is so cool! May I know which Engine are you using ? Or custom developed Engine ?
Thanks! It's Unity, but the system can be moved to any other engine, there are just a few things that are engine-dependent
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?
Thanks! This is for personal project right now, as there are things which are optimized specifically for my use-case
So how does it work in a bandshell-type arrangement?
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
@@romanzhu I think I'll follow and look forward to it! :)
does this simulate doppler effect?
Yea, but it's quite glitchy at the moment
Performance?
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.