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Seeing With Sound: Creating Audio Only Games

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Published
  • Zach Mason
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Publication date1/02/2023
Number of pages4
Pages1-4
<mark>Original language</mark>English
EventDiGRAs 2022 - didactic centre of the Faculty of Law and Administration (Jagiellonian University), Krakow, Poland
Duration: 7/07/202211/07/2022
https://digra2022.org/

Conference

ConferenceDiGRAs 2022
Country/TerritoryPoland
CityKrakow
Period7/07/2211/07/22
Internet address

Abstract

Modern game space is rich in its visual fidelity. While “the game industry has been quick to exploit increased graphics capabilities to create often stunning virtual, visual environments, they remain leery of exploiting the potential of audio technology” Grimshaw and Schott (2007). Game space mirrors physical space in its lack of accessibility for blind and visually impaired people who engage with it. Often technologies designed to improve these shortcomings are devised as afterthoughts to substitute the original mechanisms. However, as most virtual spaces are already digitally modelled, spatial (binaural) audio systems can easily be employed to enhance the fidelity of the audio aspect of a game space without the need for extra peripherals. Mainstream game engines such as Unreal Engine already have systems for simple implementation of spatial audio, but generally it remains a supplementary experience to the visual.