Fabricating reality through spatial acoustics
We argue that sound is a neglected area of computer game development in comparison to graphics. At this point in time, increased realism and immersion in computer games might thus best be attained by expanding current two-dimensional soundscapes into the third dimension through simulated spatial acoustics (SSA). This recommendation is based on two studies or ours as well as an examination of 20 contemporary computer games and interviews with game developers, sound designers and sound engineers at two progressive gaming studios.
Keywords: computer games, spatial sound, sound and music computing, modeling, simulation