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Define game states; Simulate audio environments; Manage sound integration; Apply the Windows Spatial Audio API, or Dolby Atmos. Wwise allows for on-the-fly audio authoring directly in game. Over a local network, users can create, audition, and tweak sound effects and subtle sound behaviors while the game is being played on another host.
An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual. Audio games originally started out as 'blind accessible'-games and were developed mostly by amateurs and blind programmers. [1]
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]
A sound test is a function built into the options screen of many video games.This function was originally meant to test whether the game's music and sounds would function correctly (hence the name), as well as giving the player the ability to compare samples played in Monaural, Stereophonic and later Surround sound.
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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.
Sound Shapes is a 2012 music platform video game developed by Queasy Games and published by Sony Computer Entertainment for the PlayStation 3 and PlayStation Vita. It was originally released in 2012 and a port for the PlayStation 4 was released in 2013.
Waveform is an action game created by Canadian independent developer Eden Industries. The player controls a wave of light as it transmits through space and is able to modify the wave's amplitude and wavelength to line it up with objectives, avoid obstacles, and interact with objects that affect the path of the wave, and the world around it, in various ways.