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Comparison of delivery architectures for immersive audio in crowded networked games

Published: 16 June 2004 Publication History

Abstract

This paper examines appropriate network and server infrastructures for the provision of a realistic audio scene from the perspective of avatars in large-scale virtual environments. The audio scene of each avatar combines the voices and other sources of sound in the vicinity of the avatar, spatially placed, attenuated according to distance from the listener, and addition of sound effects to reflect the acoustic characteristics of the environment. We examine a range of delivery options including central-server, peer-to-peer with and without multicast, distributed proxies, distributed locale servers, and a hybrid model. We provide numerical results on the effect of different virtual world characteristics such as avatar density, hearing range, and correlation between the positions in the virtual and physical worlds. We compare delivery architectures based on a set of delay metrics aimed at measuring the interactive delay between avatars as well as accuracy of the scene. We make several recommendations on scalable implementation of such applications.

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  1. Comparison of delivery architectures for immersive audio in crowded networked games

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    cover image ACM Conferences
    NOSSDAV '04: Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
    June 2004
    168 pages
    ISBN:1581138016
    DOI:10.1145/1005847
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 16 June 2004

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    Author Tags

    1. massively multiplayer games
    2. network and server architectures
    3. scalable immersive audio
    4. virtual environments

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