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  1. #7

    Now with improved virtual-3D stereo sound engine code und underwater

    Now with improved virtual-3D stereo sound engine code und underwater (physics, sounds and post process screen effect).

    The whole sound engine code is bigger than the main renderer core code now.

    The sound engine do support true 3D sound spatialization now (including ear-distance-delays, listener-to-object-angle-and-distance-frequency-filtering, etc.) and I'm working on full HRTF support as a additional high-quality-3D-sound-spatialization-work-mode.

    The underwater sound filter effect is a 4-semitones-down-pitchshifter (without FFT/IFFT, very-short-delayline-based with a hamming fade window functon, only circa 20 code lines only), 300 Hz 6dB one pole low pass filter, 500-1000Hz boosting 3-band quadpole 24dB EQ and reverb.

    It supports also the doppler effect now (air and underwater).

    The most all sound engine code is 32bit integer-only (16.12 bit fixedpoint with 4 bit headroom, so it is 20.12 bit at the end) except at the initialization code parts for lookup tables, float -> fixedpoint constant value calculations, etc.

    And here the new video. And the BRTECH1.zip at the URL in my start post in this thread is also updated.

    Last edited by BeRo; 27-09-2012 at 02:50 PM.

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