Virtual audio engines render sounds based on avatar position, not just a fixed mix.
Evidence
Virtual worlds include a number of virtual objects, which may or may not generate sound, as shown in Figure 18.1. Virtual reality displays reproduce the surroundings of the avatar to the user. The visual display is based on what the avatar sees from a particular point, which is restricted to certain directions, called the field of vision. Similarly, the audio engine is used to render all sounds that the avatar would hear in the location. In addition to the virtual objects, the virtual worlds may also contain enclosed spaces and acoustically reflective objects, the effect of which on the sound should be taken into account. — Ville Pulkki, Matti Karjalainen, Communication Acoustics- An…, 2563
Categorization
- DEFINE: Defines how audio is situated in virtual worlds — audio follows an avatar’s location and orientation the way visuals follow the field of vision.