Ralith / oddio

Lightweight game audio
Apache License 2.0
150 stars 9 forks source link

Tone mapping #6

Closed Ralith closed 3 years ago

Ralith commented 3 years ago

Sources are currently mixed by simple summation, which will lead to clipping in some scenes. Dynamic ranging similar to that used in HDR graphics could prevent this, and enable a much higher dynamic range in a single scene, e.g. allowing whispers to be heard so long as there aren't gunshots competing for your attention.

Ralith commented 3 years ago

The inverse-square law in Spatial has also caught early users by surprise all on its own.

Ralith commented 3 years ago

In audio, this is typically referred to as compression and is well studied. The next step is to review the literature for applicable approaches.

Ralith commented 3 years ago

The inverse-square law footgun was addressed separately in #55. A straightforward approach to adaptive dynamic range compression was merged in #56.