RAYA Real-Time Sound Engine

Listen to these…

Quake III Gameplay:

https://www.youtube.com/watch?v=05EL5SumE_E

Space Station Scene:

https://www.youtube.com/watch?annotation_id=annotation_3757521625&feature=iv&src_vid=05EL5SumE_E&v=EWatzCC7rk0

It’s an improvement but is very rough. It’s like the developer just couldn’t wait to show what he’s done and, by doing so, it’s simply showing itself as being incomplete. The dynamics are just wrong.

It’s getting to be really good, but it still sounds awfully artificial to me. I’d appreciate a demo in a more recent game, even more so in a more natural/open environment.

EDIT: also does the shotgun demo count if he’s using a modern production from freesound.org?

sounds like crap, all that reverb…

I mean it’s a good idea, but the execution kinda failed. It also doesn’t help you at all in this game, since you want to hear where your enemies are, but this just confuses you about the exact location. If it’s properly done you should be able to precisely tell where your enemies are from hearing them.

EDIT:

@MSKyuuni: I think they have it implemented in Q3 because it’s open-source and thus easily possible to switch sound engines. Most modern games aren’t so you can’t really do it there.

Naah I’m pretty damn sure you’re wrong.

yeah, that’s your opinion. From the first video it really is just hard to make out exact positions with all that reverb distracting.

I don’t think this would work in a competitive game like CS.
But if w
e had it in a game like Half-Life, it would be awesome!

Half-Life 2 already had a really nice engine for sound echoes, actually. Highway 17 always sounded amazing.

This tech used properly by a good sound designer with high quality assets will surely sound better than those tech demos.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.