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Wwise (Wave Works Interactive Sound Engine) is Audiokinetic's software for interactive media and video games, available for free to non-commercial users [2] [3] and under license for commercial video game developers. It features an audio authoring tool and a cross-platform sound engine. [4]
3-D audio (processing) is the spatial domain convolution of sound waves using head-related transfer functions. It is the phenomenon of transforming sound waves (using head-related transfer function or HRTF filters and cross talk cancellation techniques) to mimic natural sounds waves, which emanate from a point in a 3-D space.
As video games flourished and became increasingly common, however, amateur game designers began to adapt video games for the blind via sound. In time audio game programmers began to develop audio-only games, based to a smaller and smaller degree on existing video game ideas and instead focusing on the possibilities of game immersion and ...
Sound Voltex (Japanese: サウンド ボルテックス, stylized as SOUND VOLTEX, often shortened as SDVX) is a series of music games developed and published by Konami. The first release of the game, Sound Voltex Booth, was tested in various cities in Japan from August 26, 2011 until September 19, 2011. [1] It was then released on January 18 ...
The technology your PC uses to make sound is usually based on replaying an audio sample. Brian Heywood looks at alternatives., PC Pro; Stefan Bilbao (2009). Numerical Sound Synthesis: Finite Difference Schemes and Simulation in Musical Acoustics. John Wiley and Sons. pp. 11– 14. ISBN 978-0-470-51046-9. Lutz Trautmann; Rudolf Rabenstein (2003).
Observers hear nothing until the shock wave, on the edges of the cone, crosses their location. Mach cone angle NASA data showing N-wave signature. [1] Conical shockwave with its hyperbola-shaped ground contact zone in yellow. A sonic boom is a sound associated with shock waves created when an object travels through the air faster than the speed ...
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Modelling attempts to replicate laws of physics that govern sound production, and will typically have several parameters, some of which are constants that describe the physical materials and dimensions of the instrument, while others are time-dependent functions describing the player's interaction with the instrument, such as plucking a string, or covering toneholes.