Sound Propagation

Sound propagation is the process of simulating what audio sounds like based on the environment you are in. In particular, I’m interested in how it can be done for realtime applications such as games. 1

One example of is GSOUND made by Carl Schissler and Dinesh Manocha which has a video recording which I find very convincing. This is because it uses both specular reflections and diffraction to calculate the sound you hear. Unfortunately, the code is proprietary but is partially available at GAMMA-UMD/pygsound. More information about sound propagation written by Carl Schissler can be found here as well. 1

A much less convincing example is Raytraced Audio by Vercidium. It only uses specular reflections. 1

Footnotes

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