Spatial sound for computer games and virtual reality

David Murphy, Flaithrí Neff

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

12 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationGame Sound Technology and Player Interaction
Subtitle of host publicationConcepts and Developments
PublisherIGI Global
Pages287-312
Number of pages26
ISBN (Print)9781616928285
DOIs
Publication statusPublished - 2010

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