REALIZING A REAL TIME 3D ACOUSTIC ENVIRONMENT FOR VIRTUAL BATTLEFIELD
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Abstract
First, several algorithms are given to represent sound, to deal with the attenuation of sound intensity, and to turn a mono sound into a stereo one. Then, a standard to evaluate the effect of sound mixing is proposed. An algorithm based on this standard is also given to mix sounds at random in real time. These algorithms have been successfully applied in one of the applications to realize a real time 3D acoustic environment for virtual battlefield. The effect is quite good.
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