Splash, Splatter, Sploosh, and Bloop! 100
Acoustic Bubble writes "Researchers at Cornell University have developed the first algorithm for synthesizing familiar bubble-based fluid sounds automatically from 3D fluid simulations, e.g, for future virtual environments. The research (entitled 'Harmonic Fluids') will appear at ACM SIGGRAPH 2009 in New Orleans in August 2009. Check out some videos of falling, pouring, splashing and babbling water simulations (computed on a Linux cluster)."
Re:The simulation sounded muffled. (Score:3, Insightful)
The effect reminds me strongly of the water sounds in Myst. I think it's an artefact of recording flowing water in isolation: without an environment to reflect the sounds, the frequency mix isn't right.
The reflections make a huge difference to the sound, and probably a huge difference in processing time too. This simulation + an environment around the source + surround sound (eg binaural processing, for us folks with earphones) would be very cool indeed.
Can we do audio-tracing on a GPU yet?
I've been waiting for this for years (Score:2, Insightful)
Re:The simulation sounded muffled. (Score:2, Insightful)