Earlier quoted context omitted.
Ah, convolution reverb. We've had it for a long time in DSP. Basically what you do is pop a balloon (create an "impulse" -- you can also clap your hands or use an electric arc) and record the echo. This gives you what's called the "impulse response" of the space. Reverb is really just thousands of echoes, and echoes are just the original sound delayed back to you. So what you can do is use the impulse response in a F…
This is one area where hardware accelerated ray-tracing has me excited. I like the idea of walking sound sources to the observer. Unlike light, you need to account for the speed of sound through mediums, which adds an extra layer of cool imo. You also don't need to update at the audio sample rate, since most objects will not be moving very fast (unless you want trans sonic simulations, which would be exotic and cool)…
Same thing with this Unreal 5 demo. Most users would not be able to tell the difference between rendering 16B vs 8B triangles per frame.