A method to supply audio effects to video games employs graphics information of sound source objects and sound interacting objects in a real time physical model to determine the audio effects. Each sound source and sound interacting object is associated with a computer generated object in the graphical environment. The physical model determines how the sound interacts with the environment at the current object locations and applies the audio effects. The game designer does not need to dub in audio effects artificially in an add-on manner.

 
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> Media formatting and system for interactive game programming

> System of relevant statistics for games of prediction using templates and presented in the form of tables

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