~/talk

Every tree in the forest. Clustered spatial audio.

Talkat GCAP 2025 · 2025-10-06..10-08· [game-development]
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slides:none on file

Claims a runnable system that turns per-object sounds into dynamic clusters using FOD and middleware like fode or y's. Implements world space clustering for 2D/short impacts and perspective clustering for 3D distance via an angle-scaled capture radius, plus point weight based interpolation so emitters never teleport. Handles particle-scale counts (tested with ~1,000,000 points at 30 FPS on an older laptop), supports custom point parameters, but warns it fails for distinct speech or tightly timed footsteps.

AI-written summary · about

  1. 0:00Introduction
  2. 2:07Volumetric audio challenges
  3. 6:05World space clustering in Vessel
  4. 9:35How clustering works
  5. 12:25Spatialization terms
  6. 20:07Demo: perspective clustering
  7. 20:50What is perspective clustering
  8. 26:25Method changes
  9. 29:14Point weight interpolation
  10. 33:47Culling distance
  11. 40:51Audio parameters and point data
  12. 43:20Q&A
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