Yet Another Audio Raycasting Demo

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I've reversed the way audio raycasting works - rather than audio sources seeking out the listener, the listener seeks out each audio source.
Computationally they're very similar but I found a few extra benefits when all rays originate from the listener's position (more on this soon).
There's still a few things to fix+improve but this will be available for everyone to try in the upcoming Sector's Edge beta event: sectorsedge.com/d/whfl
When a ray is cast out from the listener, it bounces up to 8 times. Each time it bounces, it checks for line-of-sight against all currently playing audio sources (in this case the music).
When it achieves line-of-sight, I render a 3D cross on the first surface it bounced on, coloured based on the strength of the ray:
- blue if it bounced once before achieving line-of-sight
- green faded to red if it bounced more than twice (red = more bounces)
This cross rendering method is easier to comprehend than rendering all the rays (previous video) and it helps greatly with debugging.
Happy to answer any questions!

Пікірлер: 7

  • @kevinfischer4869
    @kevinfischer48692 жыл бұрын

    There’s just something so funny about muffling the music by placing a wall!

  • @LaughingMan44
    @LaughingMan442 жыл бұрын

    Great stuff, but the audio seemed more "realistic" in previous videos? Maybe you were using more casts?

  • @Vercidium

    @Vercidium

    2 жыл бұрын

    Yeah I agree. This one's still in the early stages, there's a lot of extra effect tweaking to do :)

  • @beshkekart3909
    @beshkekart39092 жыл бұрын

    amazing!

  • @romanzhu
    @romanzhu25 күн бұрын

    Sounds great, in other comments you stated that you control lowpass and reverb filters based on raycasted data. But I can't understand how you make it feel like the sound is coming from a hole. Do you change the actual position from which sound is emitted based on the raycasts also? How do you get the directionality of the sound with this system? And do you still emit rays from the listener to sources? From every ray hit you try to check if source is unobstructed otherwise cast reflected ray?

  • @pardontheopinion8679
    @pardontheopinion86792 жыл бұрын

    Gimmie!

  • @Samson1
    @Samson12 жыл бұрын

    🥳

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