AES San Francisco 2012
Game Audio Session G3

Friday, October 26, 4:00 pm — 6:00 pm (Room 133)

G3 - How to Use the Interactive Reverberator: Theoretical Bases and Practical Applications

Steve Martz, THX Ltd. - San Rafael, CA, USA
Toshiki Hanyu, Nihon University - Funabashi, Chiba, Japan
Takumi Higashi, CAPCOM Co. Ltd. - Okaka-shi, Oasaka-fu, Japan
Tomoya Kishi, CAPCOM Co., Ltd. - Okaka-shi, Oasaka-fu, Japan
Masataka Nakahara, ONFUTURE Ltd. - Tokyo, Japan; SONA Corp. - Tokyo, Japan

The interactive reverberator, applying realistic computed acoustic responses interactively for video game scenes, is a very important technology for in-game sound processing. The presenters have developed the interactive reverberator whose acoustical properties can be adjusted easily even after the calculated results are given. It has been already implemented into a Capcom's middleware, MT-framework and a trial run has been conducted successfully. How to setup initial parameters of the interactive reverberator? Do they need to be adjusted again by hearing impression? How to minimize difference in reverb timber between interactive scenes and cut scenes? The workshop introduces algorithm and basic functions of the interactive reverberator that the authors developed and also show practical operations of using it with 5.1ch run-time demos.

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