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Spatial sound for computer games and virtual reality
Murphy, David; Neff, Flaithrí
Date:2011
Copyright:This chapter appears in Game Sound Technology and Player Interaction: Concepts and Developments edited by Mark Grimshaw. Copyright 2010, IGI Global, www.igi-global.com. Posted by permission of the publisher.
Citation:Murphy, D., Neff, F., 2011. Spatial Sound for Computer Games and Virtual Reality. In: M. Grimshaw, ed. 2011. Game Sound Technology and Player Interaction: Concepts and Developments. Hershey PA : Information Science Reference. pp.287-312.
In this chapter, we discuss spatial sound within the context of Virtual Reality and other synthetic environments such as computer games. We review current audio technologies, sound constraints within immersive multi-modal spaces, and future trends. The review process takes into consideration the wide-varying levels of audio sophistication in the gaming and VR industries, ranging from standard stereo output to Head Related Transfer Function implementation. The level of sophistication is determined mostly by hardware/system constraints (such as mobile devices or network limitations), however audio practitioners are developing novel and diverse methods to overcome many of these challenges. No matter what approach is employed, the primary objectives are very similar—the enhancement of the virtual scene and the enrichment of the user experience. We discuss how successful various audio technologies are in achieving these objectives, how they fall short, and how they are aligned to overcome these shortfalls in future implementations.
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