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FAQ

"Will you release this?"

That is my goal! However, designing and developing a spatial audio system is a very complex task. Even though this is a field I'm passionate about, just like I am about anything that enhances immersion in games, it is also a field I don't have a lot of experience in. If you check out the rest of my portfolio, you can probably tell that I'm not a developer at heart.

"When and where will you release this?"

It's hard to put a specific date on it, a lot of this is new territory for me so it's difficult to give an estimation.

I'm trying to keep the initial version relatively simple, keeping the opportunity to build this out into a more advanced tool down the line. I'm hoping an initial release is within a few months, but I can't really make any promises just yet.

I'm aiming to make this available for purchase on the official Godot Asset Store, however if the Asset Store isn't published yet by the time this project is ready for an initial release, I'm thinking I'll use Gumroad until the Godot Asset Store is ready.

"How difficult will it be to implement in my project?"

I want the simplicity of this tool to be a selling point. I'm trying to keep the setup needed to provide convincing results as minimal as possible, while keeping the tool efficient and optimized, and while still allowing users who wish to push it further the option to do so.

There are already spatial audio tools out there, however, they come with relatively large costs in terms of implementation and complexity. I want to offer smaller developers an accessible solution for spatial sound while not taking away time from other parts of their project.

"So where can I find updates on this project?"

Twitter is a good place. I've never been an avid Twitter user, but I'll make an effort to be more active there and share updates and post small showcase videos. Feel free to @ me if I'm too quiet.

Youtube definitely, I'll keep doing occasional showcase videos.

"Why don't you just make this open source?"

Food and rent costs money. As much as I'd like to open source this and see it progress with the help of others, the simple reality is that that doesn't give me an income. With the amount of time and effort I'm investing in this project it is difficult to justify open sourcing it at this time.

"How does this work?"

This is a difficult question to answer because the approach I'm using is not set in stone yet, there is a lot of experimentation involved and my system goes through large changes regularly. I can provide a broad overview though:

In order to calculate acoustics properties, an audio source first needs to figure out what the surrounding geometry is like. For this the audio source does a series of spread out ray-casts. These ray-casts sample the geometry: when they hit a surface, an estimated surface area and volume is calculated, and acoustic properties are gathered based on the acoustic material of the hit surface. These ray-casts represent a very simplified version of audio waves. We can simulate bounces specularly to gather more data of a space, which gives more accurate and stable results.
All the data gathered from these samples is used to compute acoustic properties, such as reverb length, early reflections, down the line more accurate attenuation/occlusion, .... To finally auralize this dataset, a combination of these acoustic properties and other relevant data (such as listener position relative to the sound source, ...) drive a set of audio filters.

"Does this implement HRTF?"

Nope, at least not right now. Right now I'm more focused on designing systems that simulate/approximate convincing acoustics efficiently. HRTFs are important though for immersive audio, so I will attempt to initially implement a crude version/approximation of what an HRTF achieves, as long as if that crude approach provides a more immersive experience.

"I'd like to test this, how can I get my hands on it?"

I will need some folks who are interested in implementing this in their projects once my tool is ready for a closed beta.

Feel free to contact me through my form at the bottom of my any page on my site if you are interested, do please tell me a bit about yourself and your project, maybe share some of your socials where I can see your work. This way I can get an idea of your project and your experience.

"I have experience with game system and audio programming, and I'd like to help, is there any way I can do so?"

Feel free to reach out through my form below! Let me know if there is any particular part you feel like you could be of help with, and please give me a brief overview of your experience in these areas, maybe some examples of work you've done before.