![]() Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagramsīeen quite amazed, that one can simply bake GI, and it works so well, select a volume, boom, it works. And, to really capture that, get the right stereo sound, at some point, it might be difficult in real - time, but what about baking the information, to at least improve audio fidelity, that's all. Well, in some games, Dead Space, also Alien : Isolation, there are these narrows rooms, corridors, filled with boxes, junk, metal, etc. Describe the feature / enhancement and how it helps to overcome the problem or limitation ![]() ![]() enough for making almost any sound effect, well, it's an idea <3. It's just an idea, don't know if it's possible, just thinking, if Godot can bake GI, or reflections, it might just be a small step, to create an acoustics map, or a voxel map, and use approximations between the voxel, to create, sort-of more physically based sound stuff, one might even be able to simulate a few dynamic, or moving sound-sources, in real-time, prob. if it could take into account, the material properties, roughness, metal, it might be close, to normal reality, and give a really nice experience, even on a stereo system, or say head-set, to give an almost ' roomy ' feel, or echoes, sound fading, based on distance, acoustics, and surroundings. Was just thinking, that might be the improvement, to Godot 4 sound engine, that sort of made sound more accurately simulated, esp. a very advanced feature, if one could sort-of just ' bake ' it, it might work well. Well, after seeing how GIProbes to crazy things, calculate super - complex lighting stuff, for an entire scene, could one bake some sort - of acoustics, or sound - reverberation / reflection map, to get HI-FI sound, or at least improve the sound effect, prob. One has the data, to make a 'reverberation' map, or acoustics map, at least for static sound effects, to get a better, or accurate sound, when running around a corner, so on. I think, one could estimate acoustic, almost accurately based on material properties, ie. It'd require stuff like setting acoustic parameters, for objects, but to begin with, a simple everything is a 0.5 rough, 0.5 metal would sort-of work. I know this sounds crazy, after trying Godot, and seeing there are GIProbes, that to me are super - advanced tech, also reflection - probes, I got to thinking, could one bake a sort of acoustics, maybe echo map, or something, from static geometry. It has a sort-of to me, next - gen effects, graphics, at least, to me, it has good graphics, so on, got to wondering, could one for audio, bake some like a GIProbe, but an AcousticProbe, and then bake static sound - effects, to get a more accurate stereo - system, say for changing in sound, running down a corridor, or so, from a room, after say, an explosion. Well, I've been looking at Alien : Isolation, on the PS3 and, it's quite good, any-way I like it, so on. Describe the problem or limitation you are having in your project
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