FAQ: [ Ссылка ]
A quick showcase of the current WIP state of my spatial audio system in Godot. These past weeks I've been working on a system in which spatial acoustics are procedurally calculated based on the geometry of the level. My previous video showcased audio propagation, which is not included in this showcase.
The range of different acoustics you hear is completely dynamic: The differences between being outdoors and indoors, different sizes of spaces, being outdoors but having large walls around, the sound source being in a different acoustic space than the listener, the resulting acoustics are all completely procedural. This means it is not required to set up individual audio volumes anymore to define the acoustic characteristics of a specific space, which can be a huge development cost depending on the fidelity the developer is aiming to achieve. Besides this solution working well for a static environment, this solution is great for games/experiences that are built around procedural environments, games with dynamically changing level geometry, and for developers or teams who cannot afford the cost, time investment, or complexity that comes with setting up believable acoustics in their projects.
Even though it is completely procedural, I am currently working on a custom audio volume node that will give users control over the sound of a space, while retaining the advantages of the dynamic nature of this system. An initial version of these audio volume nodes is used at the end of the video, in the pit and the large underground chamber.
To put my spatialisation system to the test, I've created a simple movement/footsteps audio system.
My website: [ Ссылка ]
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Car model - [ Ссылка ]
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