- This is a test to create some echo effect. Initially intended for a game I made (Into the Darkness).
- The echo simulation is very simple: a sound is played from a given source point in a given direction. The sound propagates at a given speed in this direction and with a given aperture. As it propagates, it is attenuated and reflects on the walls (ideal reflection) with a given absorption.
- All the parameters (initial position, direction, sound speed, aperture, attenuation, absorption) can be set before launching the simulation.
- Once the simulation launched, the source can then move and becomes a receiver. The sound echo can only be heard when the receiver is located at the front of the sound cone (red lines).
Caveats:
- Things start to get weird when the sound is allowed to propagate for a long time or with a large aperture.
- There are only 7 levels of sound in pico-8, so there are only 7 levels of echo.
- Limited to a single square room.
- Frequency of the sound remains the same and is not taken into account in the simulation.
Future:
- Having different propagation environments and different materials for the walls.
- Having more orientations for the walls (more complex rooms, caves, ...)
- Change the frequency of the sound depending on environment, wall material, time.
- gamification ?
P#38675 2017-03-24 05:16 ( Edited 2017-03-24 09:16)
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