[=VEKdigital;367891]
Greetings All,
While I’m not new to Game Engine fiddling (Unreal Engine and Cryengine), 3D CGI (, 3DS and Lightwave), and audio production (30+ year semi-pro/hobbyist with REAPER, Sony Sound Forge, etc.), I am somewhat new to contibuting thoughts and ideas on forums (been reading them forever but almost never chiming in myself).
It occured to me recently that, with all the grand advancements on the visual end of game tech development, very little has been done to advance the apparent realism of the audio component on a real-time dynamic scale. Most audio in games is still ‘canned’, although some real-time spatial have been implimented to enhance the apparent ‘sound volumes’ as a player moves through them in the game world.
I submit that the next big leap in game tech for the UE4 engine should focus on game audio. What’s that? “We really can’t do much more than we’re already doing to make the audio environment as realistic as possible”. I ccry foul. There IS something that can be done. It won’t be EASY, but I’m sure someone or some dev groups out there will see what I’m proposing and run with it (sorry, I wish I was a coder so I could do myself - but I’m not).
In much the same conceptual arena as nVidia has helped (or pioneered) in creating the MDL (Material Definition Language) for their Iray renderer to define the ‘real world’ absorptive, refractive and reflective properties of physical material in a CGI environment, I believe the same can be done with in-game sound effect audio to create an AMDL (Audio Material Definition Language) to define the absorptive, refractive and reflective AUDIO properties of materials and surfaces in the virtual game environment via the currently used technology of convolution reverb impulses.
For a more in-depth overview of what I’m referring to, please check out the information contained in the following link; http://www.voxengo.com//imodeler/
I believe that said audio can either be run in a separate GPU/CPU processing thread, or a partnership needs to be formed with an industry-leading audio hardware manufacturer (Creative Labs, etc.) to enable the capability of technology in parallel with the already CGI capabilities of current video card hardware. could, if properly developed and implimented, could go LIGHT YEARS into enhacing the realism of any game play and/or VR presentation - especially when applying to uses with VR hardware (Oculus Rift and the like).
Imagine the possibilities…
I remember reading a post a few months back about a new programmer hired specifically for improving the audio aspect of UE,
here it is
I agree with you the audio parts of the engine seem far less mature than everything else but it does seem like they realize that and are working on something better, I hope