Applying audio technologies for the interactive gaming environment
摘要:
Personalized HRTFs for each of plural computer game participants are convolved with functions representing the acoustics of a physical room in which each participant is located or representing the acoustics of a virtual space in the game environment. Head-tracking of each participant may be employed as the game is played and the HRTFs established accordingly. As the game progresses, the location of each player's character within the virtual game space with respect to the other players is tracked and audio adjusted accordingly. If desired, audio can be down-mixed from, e.g., 5.1 audio and then up-rendered for each player by the game console or by the players' local game interface, e.g., a computer game head-worn visor assembly.
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