Sound Propagation Simulation in Video Games

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.

Skill

  • Digital Signal Processing
  • GPU / Compute Shaders
  • Wave Equation Simulation
  • FFT & Spatial Audio
  • Unity

Modular Synth in VR

A VR game where users can Experience
Modular Synth

Role

  • Digital Signal Processing
  • 3D Model
  • Programming
  • Composition
  • Performance

Live Coding with Csound

Live coding performance in Csound
driven from Python

Skill

  • Network
  • Csound
  • Music Computing

VRtist

A VR game where users can DJ
with audio files in their computer

Role

  • Digital Signal Processing
  • Server-Client Replication
  • Session management
  • Database / HTTP Server
  • Object Interaction

Self Conflict

Live Visual / Music Performance
with Max/Msp

Role

  • Max Msp
  • Generative Music Orchestration
  • Visual with Jitter
  • OpenGl Shader coding
  • Live Performance

My Licks

A website that assists jazz education
By storing / categorizing 'licks'

Role

  • Founder
  • Front-end Dev
  • Database / HTTP Server
  • Session Management
  • Payment System

B-effect Demo Video

Visual work for musician 'B-effect'
By Max/Msp Jitter

Role

  • Visual work design
  • Audio reactivity design