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.