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💡 Idea: Visual -> audio channel. Project world distances to nearest surface on player sphere to create a 360 collision grid (interpolate -> smooth field). This data can be used to generate a fully 3D, realtime soundscape. You can "hear" collisions like a sonar/pressure field.

43,664 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 11

Фото профиля LooperVFX ✦
LooperVFX ✦2 лет назад

very cool ! we recently put together some prototypes with the unity raytracing api to exploit raytracing hardware for particle and rigid body physics including collision detection, attraction/repulsion forces, etc it seems aligned with your goals here. feel free to reach out :)

Фото профиля Movipods
Movipods1 год назад

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Фото профиля Palle
Palle2 лет назад

This is a cool concept! I’m curious how different this sounds to having it bounce instead, would definitely be interesting to see / hear a comparison

Фото профиля Wes Rateur
Wes Rateur2 лет назад

But you would need to handle bounces to have proper sound propagations, right ?

Фото профиля Mirza Beig
Mirza Beig2 лет назад

The goal isn't sound environmental propagation, but to generate a distance field texture as audio. Related to HRTF. (no audio here, just a quick demo)

Фото профиля Luis
Luis2 лет назад

What about Ray tracing sound? Adding bouncing is a similar concept right?

Фото профиля Mirza Beig
Mirza Beig2 лет назад

This could be extended for sound propagation, but that's actually more simple and easier to simulate. There are also plugins and such that do these things well, but I don't know of anything like what I've described in my original post.

Фото профиля Freddy Ready
Freddy Ready2 лет назад

have you tried the "realtime audio" solutions from others? like from microsoft, or other places.

Фото профиля Mirza Beig
Mirza Beig2 лет назад

Do you mean plugins like Steam Audio, Google Resonance, etc? Yes.

Фото профиля Nova 🐧✨
Nova 🐧✨2 лет назад

classic sensory substitution, we need more of this!!

Фото профиля Iron Tarkus
Iron Tarkus2 лет назад

I wonder if this can be baked and used later, kinda like a 3D sound field

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