Team Xbox have an interview with Raymond Usher, the audio director, about The Audio of Crackdown in which he refers to the code Roland wrote:
"a revolutionary audio shader that uses the surrounding geometry to dynamically color and time delay the direct and indirect audio reflections."
"When we heard the results of our complex Reverb/Reflections/Convolution or “Audio-Shader” system in Crackdown, we knew that we could make our gunfights sound like that, only in real-time! Because we are simulating true reflections on every 3D voice in the game, with the right content we could immerse the player in a way never before heard."
Real-time "early-reflection" processing might be useful for our current project as a way of situating the user in a complex and dynamic environment.
Funkhouser, Thomas A.; Tsingos, Nicolas; Carlbom, Ingrid; Elko, Gary; Sondhi, Mohan; West, Jim. Interactive Acoustic Modeling for Virtual Environments <http://www.cs.princeton.edu/~funk/acoustics.html> (Last accessed 22nd November 2007)
Crackdown. Real Time Worlds (Microsoft Game Studios: 20th February 2007). Xbox 360.
See also Metacritic and VGChartz