Audio for Games and Virtual Environments

Dr. Hüseyin Hacıhabiboğlu


With the advent of ever more powerful computing hardware, the availability of dedicated GPUs, and realistic 3D displays, visual rendering used in computer games and VR applications have reached a high level of maturity. It is now possible to design computer games and simulations which are progressively more realistic. In addition to being visually pleasing, these developments allow better navigation and situational awareness visually. However, visual cues can provide only half of what the human brain needs for navigation, spatial coordination and contextual awareness, and are not sufficient by themselves. For these tasks to be carried out accurately, the auditory system assumes a role which is at least as important as the visual system. Two main areas where audio is essential in computer games are virtual acoustics and synthetic audio. Virtual acoustics techniques are useful in supporting the illusion of being in the virtual environment provided by the game and making it possible to navigate the virtual environment. Cues related to auditory localisation of the directions and distances of objects/opponents as well as the properties of the environment can be provided with a pair of headphones or multiple loudspeakers. Synthetic audio techniques on the other hand allow the generation of environmental sounds (such as gunshots, walking sounds, impact sounds, hand claps etc.) related to the context within the game. Virtual acoustics and synthetic audio, will be presented from the computer games perspective in this talk. A general outline of GATE 722 "Audio for Games and Virtual Environments" course to be offered in the Fall semester will be given.
Hüseyin Hacıhabiboglu received B.Sc. from METU in 2000, M.Sc. from the University of Bristol, U.K., in 2001, both in electrical and electronic engineering, and Ph.D. in computer science from Queens University Belfast, U.K., in 2004. He held various research positions in University of Surrey, U.K., and King's College London, U.K. between 2004-2011. He is presently an adjunct lecturer and a TUBITAK returning research fellow with the Department of Modeling and Simulation, Informatics Institute, METU. His research interests include audio for games and virtual reality, room acoustics modeling and simulation, audio synthesis, multichannel audio systems, psychoacoustics of spatial hearing, and microphone arrays. He has authored and co-authored more than 30 journal and conference publications in spatial audio and related areas and has two international patents on acoustic source separation, and multichannel audio, respectively. More information can be reached from
Audio for Games and Virtual Environments Audio for Games and Virtual Environments Audio for Games and Virtual Environments