Modular Synth in VR
A VR game where users can Experience
Modular Synth
Role
- Digital Signal Processing
- 3D Model
- Programming
- Composition
- Performance
Master's research at Maynooth University
realistic & efficient spatial audio for games
I aspire to find both realistic and efficient ways to achieve spatial audio in complex, dynamic environments. Rather than ray-tracing toward a listener, I simulate sound propagation on the GPU with a 2D wave equation (compute shaders, 512×512), recording reflections into a texture. From that data I drive a full DSP chain — interaural timing difference, inter-channel level panning, pinnae shadowing, distance attenuation, per-band air absorption via FFT, and Schroeder reverb — to localize sound and simulate occlusion, diffraction, and diffusion around obstacles.
A VR game where users can Experience
Modular Synth
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