Simulating the complete process of sound synthesis and propagation by exploiting aural perception makes the experience of playing games much more realistic and immersive.

he believability of a computer game depends on threemain components: graphics, behavior (includingphysics and AI), and sound. Thanks to years ofresearch in computer graphics and the advent of mod-ern graphics hardware, many of today’s games rendernear-photorealistic images at interactive rates. To fur-ther increase immersive gameplay, several recent games(such as Valve’s Half Life 2 and Crytek’s Far Cry) haveadded an integrated physics and behavior engine to enhance that realism, as objectsinteract with one another in a more physically plausible way. In contrast, sound gen-eration and propagation have not received as much attention due to the extremelyhigh computational cost for simulating realistic sounds. The state of the art for sound production in games, even those with integratedphysics engines, is to use recorded sound clips that aretriggered by events in theCAA }