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Sound effects based on an objects physical properties?

post #1 of 8
Thread Starter 
I have a topic for discussion that I've been thinking about recently. Here goes!

Is it or will it ever be possible to make sound effects in games based on the actual material instead of pre-recorded sounds? For instance lets say you have a plastic bottle in a game. With how it is now that bottle may have 1 to a few sound effects attached to it so that when it falls and what have you it'll sound somewhat different. What I'm wondering is if it would be possible to actually mimic, in real time, actual plastic so that when the bottle falls it'll sound different EVERY time. Be different depending on the angle it falls at, speed of the drop, material it falls on to (carpet, mud, concrete, etc). Basically make it a real virtual bottle. Sound waves are created off of the bottle instead of some effect that's already predetermined.

Is this possible? Is it done now in anything or are all sounds just pre-made?

Anyways, just thought this might be fun to talk about! thumb.gif
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post #2 of 8
Video games are moving towards a limit in number of polygons. Eventually we will reach the density of atoms and then quarks and so on. Once the game engine has enough data to actually create sound it will do so.
Sound is just another one of the senses and we've almost got vision down so sound will probably be next.
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post #3 of 8

Probably, just I wouldn't expect it anytime soon. First we need to get the HRTF and 3D positional audio implemented (TrueAudio hopefully has this covered) before we can get the much more complicated stuff.

post #4 of 8
Is it possible? Yes. Will it happen in our lifetime? Probably not. I would assume that we would have to first make the jump to quantum based computing to have the data storage necessary for that kind of a function.

I would also suppose it somewhat depends on how accurate you want the sound effects to be. If you want it to be perfect, then you need to code in pretty much the standard model of the universe. You would have to code in air, not only as a gas, but also as a fluid. Then you would have to compensate for variables such as movement of the person or character. Then you would have to figure out how air reacts to a falling object and how it produces sound.

To make a game that precise would be an ungodly task, and as people above me have said, "we don't even have the visuals right yet".
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post #5 of 8
Quote:
Originally Posted by Tjj226 Angel View Post

Is it possible? Yes. Will it happen in our lifetime? Probably not. I would assume that we would have to first make the jump to quantum based computing to have the data storage necessary for that kind of a function.

 

I disagree. Computers can advance massively in even a decade, and I expect most people on this site have at least twice that much time left. With silicon hitting it's wall soon new technologies (e.g. quantum) should come in and boost performance and capabilities further, it's not unrealistic at all to get audio done right.

 

The really big thing to do would be AI, or something complex enough to pass for it.

post #6 of 8
It can be done but here in lies the issue: who cares?

The reality is, most people get by playing games with audio through their TV speakers, iphone earbuds, or even... ugh, beats and razer headsets.
Where as the majority clamors about how realistic a game look, how pretty the environments are.

To put in the time, effort, and money to get this kind of audio realism going isn't really realistic at this point in time, economy wise.

Just look at how game audio has taken a 360 degreen turn back to almost ground 1, HRTF and 3D based audio. HRTF has been around for over 2 decades and we once had them, just to be stripped of it and now to go back to it? Yeah, I'm happy HRTF is finally coming back but really... how long is it before we even get gamers to even move from TV speakers?
    
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post #7 of 8
It should be possible in theory, but it would require a crazy physics function that I don't think anyone outside of academia would be willing to implement at this point.
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post #8 of 8
I think its possible but there are so many factors that change the sound of something, temperature of air & material, humidity of air, density of the material, shape of the object, content of the object, shape of the room, objects in room, material of walls & objects, etc etc. For now it would take to much processing power.
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