The Audio system is built around the FMOD Studio Low Level API. We have basic features like play, pause, mute, stop, pan, fade etc. We also have channel groups to mix different segments of audio. We are also using positional audio to map out the audio in a stereo spectrum according to which the audio source is situated in the level.
We have successfully implemented microphone input into the engine. The microphone input has a variety of features. It has the capability to detect the level of the incoming input. It can also detect what frequency range the input audio lies in, which in turn lets us detect musical notes. We can also filter out frequencies of the microphone input. For example if we want to detect only the blowing of air, we can block out all the frequencies other than the 20 - 150 Hertz range.
We are using a number of DSPs (Digital Signal Processors) from their libraries to create some of our desired effects. This allows us to modify all sounds being played in the game such as how the music is affected by the environment. As an example, we can add reverb to the music and sound effects when in a large building to make the audio reflect the environment. And also pass in Low Pass Filters in the signal chain to achieve an underwater effect. We can dynamically interpolate between the cutoff frequency and the resonance of the filters. We also have a parametric EQ for changing the tonality of the sound. We can interpolate the Bandwidth, Frequency and the Gain of the Parametric EQ. Our audio system is also using the feature of procedural audio generation using wave oscillators to create various desirable sound effects such as the wind sound effect. This effect can be dynamically changed when needed.
We have successfully implemented microphone input into the engine. The microphone input has a variety of features. It has the capability to detect the level of the incoming input. It can also detect what frequency range the input audio lies in, which in turn lets us detect musical notes. We can also filter out frequencies of the microphone input. For example if we want to detect only the blowing of air, we can block out all the frequencies other than the 20 - 150 Hertz range.
We are using a number of DSPs (Digital Signal Processors) from their libraries to create some of our desired effects. This allows us to modify all sounds being played in the game such as how the music is affected by the environment. As an example, we can add reverb to the music and sound effects when in a large building to make the audio reflect the environment. And also pass in Low Pass Filters in the signal chain to achieve an underwater effect. We can dynamically interpolate between the cutoff frequency and the resonance of the filters. We also have a parametric EQ for changing the tonality of the sound. We can interpolate the Bandwidth, Frequency and the Gain of the Parametric EQ. Our audio system is also using the feature of procedural audio generation using wave oscillators to create various desirable sound effects such as the wind sound effect. This effect can be dynamically changed when needed.