Spatial Audio System #4
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Summary
Implement a 3D spatial audio engine with HRTF-based binaural rendering, distance attenuation, occlusion, and environmental reverb. Create an immersive soundscape that reinforces the sense of place and complements low-poly PBR visuals.
Scope
In Scope
Out of Scope
Success Criteria
Features & Tasks
This epic breaks down into the following work items:
Phase 1: Core Spatial Audio Engine
Phase 2: HRTF Integration
Phase 3: Occlusion System
Phase 4: Environmental Reverb
Phase 5: Bevy ECS Integration
Phase 6: Platform Support & Testing
Phase 7: Content Pipeline & Documentation
Dependencies
Depends on: None (can be developed in parallel with renderer work)
Blocks: Agent ambient sounds, environmental soundscapes, dialogue system
Related: RFC 0005 - Spatial Audio System Architecture
Background
Aspen is a life simulation game focused on creating a sense of place and immersion. With spatial audio:
Without spatial audio, the game feels flat. With it, the world comes alive.
Technical Notes
HRTF (Head-Related Transfer Function):
HRTFs simulate how sound waves interact with the listener's head, ears, and torso to create realistic 3D positioning. They're essential for elevation cues and behind/front discrimination.
Distance Attenuation Models:
1/distance- realistic for point sources1/(distance²)- physically accurate in free spaceOcclusion Strategy:
Use raycasts from listener to each audio source. If geometry is hit:
Reverb Zones:
Define volumes in the world with reverb properties:
RT60: Reverberation time (how long sound persists)size: Room dimensions affect early reflectionsdamping: Material absorption (carpet vs concrete)Blend between zones as the listener moves.
Performance Considerations:
Priority: High (core immersion feature)
Effort: Extra Large (multi-phase system)
Type: Epic
RFC: RFC 0005 - Spatial Audio System