Spatial Audio in Godot: Medieval City
Автор: Lander Van Regenmortel
Загружено: 2024-02-20
Просмотров: 17339
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More information (FAQ) on my website: https://www.landervanregenmortel.com/...
I got some requests about surface types and furniture affecting acoustics in my last video, so I've spent some time implementing acoustics materials and completely revamped my approach to converting my sampled data to acoustic properties. In my last video I mentioned adding audio volumes for additional control, however, with this current implementation, I've had no need to do so because I achieve the expected acoustics in various spaces. Carpet will dampen, adding noise-absorbing foam surfaces dampens, adding furniture dampens, while marble or glass surfaces increase reverberation and reflections.
Everything is computed and updated in real-time, and running great :), but I'll add the option to mark audio players as static, for audio players that don't move, nor have geometry around them that move or change. Besides marking audio players as static, I'll also add a functionality that allows for linking of audio players, which is useful for audio players that always share a position with other audio players (e.g. any player sounds): Only one will compute the spatialisation, and all the audio players linked to that will grab the computed data and apply it to themselves.
My Twitter - / lander_vr
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Car model - https://skfb.ly/6sUFy
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